Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study
DOI: 10.2196/36126
archive: archived pipeline: cataloged verified
Get this paper ↗ (DOI — opens at the source; we link to it, we don't host it)
Summary
This pilot transversal study investigated whether the physical and cognitive loads experienced during exergaming differ from those in conventional cognitive-motor dual-task (CMDT) or single-task (ST) training. The research was motivated by the need to determine if custom-made exergames provide sufficient physical solicitation comparable to traditional exercise modalities, given the variability in intensity observed across different commercial active video games. The study recruited 16 apparently healthy young adults (mean age 24.6 years) who completed three 30-minute training sessions in random order, spaced at least 24 hours apart. The sessions included exergaming using a custom-made virtual reality system (HTC Vive with projected scenes), CMDT involving identical motor and cognitive tasks without the game interface, and ST involving only the motor tasks. Motor exercises included stepping, balance, and strength activities, while cognitive tasks involved verbal fluency, arithmetic, and memory exercises. Exercise intensity was objectively measured using heart rate monitors to record mean and peak heart rates, and subjectively assessed using the modified Borg scale for perceived exertion. The results indicated no statistically significant differences between the three training conditions. Mean heart rates were 119.8 bpm for exergaming, 123.8 bpm for CMDT, and 128.1 bpm for ST (P=.27). Peak heart rates were also comparable across conditions (P=.50), with all groups achieving moderate intensity levels, representing approximately 64–68% of theoretical maximum heart rate. Similarly, perceived exertion scores on the Borg scale did not differ significantly among the groups (P=.40), with mean scores ranging from 3.1 to 3.6 out of 10. The authors concluded that their custom-made exergame induces physical and perceived loads equivalent to traditional CMDT and ST training in healthy young adults. This finding suggests that such exergames can be considered as challenging and relevant as conventional physical training for inducing physiological effects. The study highlights that despite the added cognitive complexity and immersive interface of exergaming, the physical demand remains comparable to standard exercises. The authors acknowledge limitations, including the small sample size and the use of heart rate rather than oxygen consumption as the primary intensity metric. They recommend future studies assess these interventions in older adults, particularly those with cognitive impairments, to evaluate the efficacy of exergames for fall prevention and combined cognitive-physical rehabilitation.
Provenance
The full processing record for this entry. Every stage of this paper's journey through the pipeline is logged — what ran, with which tool and model, how many attempts it took, and when it last completed.
| Stage | Outcome | Tool | Model | Prompt | Attempts | Completed |
|---|---|---|---|---|---|---|
| discover | success | Crossref | — | — | 1 | 2026-06-19 |
| archive | success | unpaywall | — | — | 2 | 2026-06-26 |
| extract | success | cached | — | — | 2 | 2026-06-26 |
| clean | success | clean | — | — | 1 | 2026-06-19 |
| chunk | success | chunk | — | — | 1 | 2026-06-19 |
| embed | success | embed | Qwen/Qwen3-Embedding-8B | — | 1 | 2026-06-19 |
| promote | success | — | — | — | 1 | 2026-06-19 |
| summarize | success | llm | qwen3.6-27b-prismaquant | summ-v5 | 1 | 2026-06-26 |
| tag | success | vector_similarity | — | — | 6 | 2026-06-19 |
| verify | success | — | — | — | 1 | 2026-06-26 |
Summary generated by qwen3.6-27b-prismaquant on 2026-06-26; verification: verified.
Topics
Ranked by relevance to this paper. Hover a topic for its definition.