Virtual Reality Exergaming During Work Breaks in Office Employees
Ориентир для пациента и семьи
Простыми словами
Автоматическая сводка по структурированным данным реестра. Она помогает сориентироваться, но не заменяет официальный протокол или оценку врача.
- Что изучают
- В протоколе указаны: Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE), Traditional Video Exercise (TVE).
- Кому может быть актуально
- Состояния в реестре: Exergaming, Virtual Reality Physical Activity, Workplace Exercise. Базовые параметры: 24 лет — 60 лет · Все.
- Что важно проверить
- Возраст, диагноз и пол — только базовые ориентиры. Предыдущее лечение, анализы и другие обязательные условия указаны ниже в критериях участия.
- Где проводится
- Turkey (Türkiye)
- Следующий шаг
- Сохраните исследование, покажите его лечащему врачу и уточните актуальный статус у исследовательского центра. Расходы, документы и поездка →
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Официальное название
Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
Обзор
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
Вмешательства
- Поведенческое 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. - Поведенческое 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. - Поведенческое 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.
Первичные конечные точки
- Resting and Mean Exercise Heart Rate [Срок оценки: 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 [Срок оценки: 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 [Срок оценки: 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 [Срок оценки: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
Вторичные конечные точки (6)
- Positive and Negative Experience [Срок оценки: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions]
- Flow State [Срок оценки: Immediately after each 10-minute intervention during each of the three experimental sessions]
- Exercise Enjoyment [Срок оценки: Immediately after each 10-minute intervention during each of the three experimental sessions]
- Activity Satisfaction [Срок оценки: Immediately after each 10-minute intervention during each of the three experimental sessions]
- System Usability [Срок оценки: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE]
- Virtual Reality Discomfort [Срок оценки: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE]
Критерии участия
Критерии включения
- 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
Критерии исключения
- 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
Критерии приведены из реестра в оригинале (на английском). Окончательную оценку соответствия проводит исследовательский центр.
Здоровые добровольцы: Да
Дизайн исследования
- Распределение
- Рандомизированное
- Модель
- Перекрёстный дизайн
- Маскирование
- Открытое
- Основная цель
- Фундаментальное исследование
Центры проведения
Turkey (Türkiye) · 1 центр
- Akdeniz University Faculty of Sports Sciences — Antalya
Идентификаторы
NCT: NCT07749196 · 1456730.03.60 · 325K759