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临床试验/NCT07192562
NCT07192562已完成不适用

The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees

Medipol University1 个研究点 分布在 1 个国家目标入组 32 人开始时间: 2024年11月10日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
32
试验地点
1
主要终点
Cognitive Performance

研究概览

简要总结

Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames.

This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16).

Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature.

Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Single (Outcomes Assessor)

盲法说明

Outcome assessments were performed by evaluators who were blinded to group allocation, ensuring a single-blinded study design.

入排标准

年龄范围
30 Years 至 60 Years(Adult)
性别
All
接受健康志愿者
是

入选标准

  • •Being between 30-60 years of age
  • •Being employed as an academic or administrative employees member at a university
  • •Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results
  • •Not starting any regular physical activity programs during the study period
  • •Having normal blood pressure and circulatory conditions
  • •No conditions preventing the use of VR technology and games (e.g., severe motion sickness)
  • •Voluntarily agreeing to participate in the study and providing written informed consent

排除标准

  • •Pregnancy
  • •Presence of neurological and/or psychological disorders
  • •Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise
  • •Presence of vestibular disorders

研究组 & 干预措施

Virtual Reality Exercise Group

Experimental

Participants performed a virtual reality-based exercise program using the Meta Quest 2 headset. Two commercial exergames (Beat Saber and PowerBeatsVR) were implemented twice weekly for six weeks (12 sessions total). Each session lasted approximately 30-35 minutes and included full-body movements such as punching, squatting, dodging, and stepping.

干预措施: Virtual Reality-Based Exercise Program (Behavioral)

Control Group

No Intervention

Participants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period.

结局指标

主要结局

Cognitive Performance

时间窗: Baseline and 6 weeks post-intervention

Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance.

Body Mass Index (BMI)

时间窗: Baseline and 6 weeks post-intervention

BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided.

Change in Static Balance

时间窗: Time Frame: Baseline and 6 weeks post-intervention

Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero.

Postural Balance Performance

时间窗: Baseline and 6 weeks post-intervention

Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement .

次要结局

未报告次要终点

研究者

发起方
Medipol University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Hakan GÜLER

MSc, Audiologist, Principal Investigator

Medipol University

研究点 (1)

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