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Examining the Effects of Virtual Reality Exercise on Mental Health

Not Applicable
Recruiting
Conditions
Mental Health
Mood
Well-Being, Psychological
Physical Activity
Interventions
Behavioral: Virtual reality exercise condition
Registration Number
NCT06367439
Lead Sponsor
University of Victoria
Brief Summary

The primary purpose of this investigation is to examine the effectiveness of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving mental health as indicated by (1) both short-term mood (one exercise bout) and long-term (10-weeks) mood (depression and anxiety symptoms), (2) well-being (i.e., vitality) over a 10-week period, and (3) perceived cognitive function over a 10-week period. The secondary purpose of this study is to examine the effectiveness of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, behavioural regulation, habit, identity) over a 10-week period. The tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.

Detailed Description

Not available

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
150
Inclusion Criteria
  • Age 19-64
  • Living in the Greater Victoria area
  • Have a stable Wi-Fi connection at home
  • Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
  • Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
  • Be willing to travel into the Behavioural Medicine Lab on the UVic campus
  • Be the only member of their household to participate in the study, past or present
Exclusion Criteria
  • If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
  • Does not meet any of the above inclusion criteria

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Virtual Reality Exercise ConditionVirtual reality exercise conditionParticipants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (\~5-6 min), a 'getting started' low intensity Supernatural workout (\~3 min), a low intensity Supernatural workout (\~3 min), and a medium intensity Supernatural workout (\~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines).
Primary Outcome Measures
NameTimeMethod
Depression and anxiety mood symptomsBaseline, week 5, week 10

Participants will respond to the 14-item Hospital Anxiety and Depression Scale, which includes a depression subscale (7 items) and an anxiety subscale (7 items). Participants will respond to the 14-items using a four point (0-3) Likert-type scale. The two subscales will be mean scored (potential range 0-3), with higher scores reflecting higher depression and anxiety and more negative outcomes.

Well-being: subjective vitalityBaseline, week 5, week 10

Subjective vitality will be assessed using a six-item subjective vitality scale. Participants will respond to the six subjective vitality items on a seven point Likert-type scale anchored by 1 (not at all true) to 7 (very true). The six items will be mean scored (potential range 1-7), with higher scores reflecting higher subjective vitality and a more positive outcome.

Perceived cognitive functionBaseline, week 5, week 10

Participants will respond to the organization (5 items) and strategic planning (7 items) subscales of the executive function index using a five point Likert-type scale anchored by 1 (Not at all) to 5 (Very much). The two subscales will be mean scored (potential range 1-5), with higher scores reflecting higher organization and strategic planning and more positive outcomes.

Secondary Outcome Measures
NameTimeMethod
Core Affect Measure - Feeling ScaleBaseline (pre exercise session), at ~3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total

Participants will complete a single item affect measure on an 11-point Likert-type scale anchored by -5 (very bad) to +5 (very good) to examine the affective response to exercise (Supernatural VR exercise or treadmill running). Higher scores will reflect more positive affective responses and a more positive outcome. Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).

Core Affect Measure - Felt Arousal ScaleBaseline (pre exercise session), ~ at 3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total

Participants will complete a single item arousal measure on a 6-point Likert-type scale anchored by 1 (low arousal) to 6 (high arousal). Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).

Short-term MoodPre (baseline) and post in-lab physical activity; through lab completion (2 hours).

Participants will respond to the positive mood valence (2 items), calmness (2 items), and energy (2 items) sub-scales of the multidimensional mood questionnaire using a seven point Likert-type scale. The three subscales will be mean scored (potential range 0-6), with higher scores indicating a more positive mood (valence, calmness, energy) and a more positive outcome.

Trial Locations

Locations (1)

Behavioural Medicine Lab

🇨🇦

Victoria, British Columbia, Canada

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