Virtual Reality Exergaming During Work Breaks in Office Employees
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- The protocol lists: Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE), Traditional Video Exercise (TVE).
- Who it may be relevant to
- Registry conditions: Exergaming, Virtual Reality Physical Activity, Workplace Exercise. Basic parameters: 24 years — 60 years · All.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- Turkey (Türkiye)
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
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Official title
Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
Overview
The goal of this trial is to learn how different exercise formats used during workplace breaks affect the immediate physical and emotional responses of office employees. It will also examine participants' leisure experience and the usability of virtual reality exercise. The main questions it aims to answer are: * Do gamified virtual reality exercise, instructor-led virtual reality exercise, and traditional video exercise produce different changes in heart rate and perceived effort? * Do these exercise formats produce different changes in how pleasant or unpleasant and how activated participants feel? * Do the exercise formats differ in positive and negative experiences, flow, exercise enjoyment, and satisfaction with the activity? * Do the two virtual reality formats differ in system usability and virtual reality-related discomfort? Researchers will compare the three exercise formats to identify differences in participants' immediate responses and experiences. Participants will: * Complete three 10-minute exercise sessions on separate days and in a randomly assigned order * Take part in a gamified virtual reality boxing session, an instructor-led virtual reality exercise session, and a traditional video exercise session * Wear a heart rate monitor and complete brief questionnaires before and after the sessions
Interventions
- Behavioral Gamified Virtual Reality Exergaming (GVRE)
Participants will complete one 10-minute gamified virtual reality exergaming session using the FitXR BOX mode, a Meta Quest 3 headset, and handheld controllers. Participants will perform boxing-based whole-body movements involving virtual targets. The intervention includes game-related elements such as scoring, pacing, performance tracking, and real-time visual and auditory feedback. - Behavioral Serious Virtual Reality Exergaming (SVRE)
Participants will complete one 10-minute serious virtual reality exergaming session using the FitXR SCULPT mode and a Meta Quest 3 headset. Participants will follow structured whole-body exercise movements demonstrated by a virtual instructor. The condition emphasizes movement guidance and exercise performance and contains minimal game-related elements. - Behavioral Traditional Video Exercise (TVE)
Participants will complete one 10-minute video-based exercise session. Participants will follow an instructor displayed on a two-dimensional screen without using a virtual reality headset. The exercise content will correspond to the serious virtual reality exergaming condition but will not include virtual reality interaction or game-related elements. This intervention will serve as the active comparison condition.
Primary outcome measures
- Resting and Mean Exercise Heart Rate [Time frame: During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention]
- Change in Rating of Perceived Exertion [Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
- Change in Affective Valence Assessed With the Feeling Scale [Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
- Change in Felt Arousal Assessed With the Felt Arousal Scale [Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
Secondary outcome measures (6)
- Positive and Negative Experience [Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
- Flow State [Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions]
- Exercise Enjoyment [Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions]
- Activity Satisfaction [Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions]
- System Usability [Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE]
- Virtual Reality Discomfort [Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE]
Eligibility criteria
Inclusion criteria
- Aged between 24 and 60 years
- Being a healthy adult employed full-time in an administrative office-based position at Akdeniz University
- Having worked full-time in the current administrative unit for at least one year
- Having a low or moderate physical activity level according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF)
- Not engaging in regular exercise
- Having no health condition that contraindicates participation in physical activity according to the Physical Activity Readiness Questionnaire (PAR-Q)
- Not having regularly used active virtual reality technologies within the previous six months
Exclusion criteria
- A history of epilepsy, migraine, vertigo, or vestibular disorder
- A history of dizziness, nausea, or similar discomfort during virtual reality exposure
- Current use of antidepressants or medications that affect the central nervous system
- A history of neurological, cardiovascular, or orthopedic disease, except for controlled hypertension
- Pregnancy
- Presence of a visual or hearing impairment
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Allocation
- Randomized
- Model
- Crossover
- Masking
- Open label
- Primary purpose
- Basic science
Study locations
Turkey (Türkiye) · 1 center
- Akdeniz University Faculty of Sports Sciences — Antalya
Identifiers
NCT: NCT07749196 · 1456730.03.60 · 325K759