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Clinical Trials/NCT06830772
NCT06830772CompletedNot Applicable

Acute Physiological and Psychological Responses to Virtual and Mixed Reality Exergaming During Workplace Breaks: An Exploratory Crossover Trial

Akdeniz University1 site in 1 country33 target enrollmentStarted: February 26, 2025Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
33
Locations
1
Primary Endpoint
Mood State

Study Overview

Brief Summary

The aim of this study was to compare the acute effects of virtual reality (VR) and mixed reality (MR) based exergame practices on physical and psychological health indicators during micro-breaks among university administrative staff. The main research questions aimed to be answered are:

  1. How does VR exergame and MR exergame affect physical health indicators such as heart rate and perceived exertion in university administrative staff?
  2. How does MR exergame with VR exergame affect the mood of university administrative staff?
  3. How does MR exergame with VR exergame affect the enjoyment of exercise and gaming experience of university administrative staff?

Researchers will compare passive rest with VR Exergame and MR exergame to see if VR and MR sessions improve physical and psychological outcomes compared to passive rest.

Participants will: Sit quietly in a designated room for 5 minutes without engaging in any physical activity. Avoid talking, using mobile devices, or interacting with others during the rest session to ensure consistent conditions for all participants.

Detailed Description

Using a randomized crossover design, participants will experience three different conditions: VR-based exergames, MR-based exergames, and passive rest. Each condition will be performed on separate days, with a minimum of 48 hours between sessions to prevent carryover effects.

The primary outcomes will include mood states, heart rate, and perceived exertion. These measures will help assess the immediate physical and psychological responses to the interventions.

The secondary outcomes will focus on exercise enjoyment and overall gaming experience, evaluating the subjective experience and engagement levels during VR and MR exergaming sessions.

The intervention will be delivered through PowerBeatsVR, a rhythm-based exergame that requires physical movements such as dodging obstacles and throwing punches. VR and MR modes will be compared to determine their effectiveness in promoting physical activity and improving mood during short breaks in a workplace setting. The passive rest condition will serve as a baseline for comparison.

This study addresses the growing interest in workplace wellness strategies by exploring the potential of VR and MR exergames in reducing sedentary behavior and enhancing mental well-being in work environments.

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Crossover
Primary Purpose
Other
Masking
None (Outcomes Assessor)

Eligibility Criteria

Ages
18 Years to — (Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •18 years and over
  • •Being suitable for physical activity according to PAR-Q test
  • •Not exercising for 30 minutes 3 days a week
  • •Not having used VR/MR technologies before

Exclusion Criteria

  • •People with epilepsy, vertigo or neurological diseases
  • •Use of antidepressants or similar medication
  • •Individuals with high Physical Activity Level (IPAQ)

Arms & Interventions

Virtual Reality Exergame (VR-EX)

Experimental

Participants will engage in a Virtual Reality (VR)-based exergame session using the PowerBeatsVR application. The session will include rhythm-based exercises, such as punching targets and dodging obstacles, aimed at promoting physical activity during a short break in the workplace.

Intervention: Experimental (Other)

Mixed Reality Exergame (MR-EX)

Active Comparator

Participants will engage in a Mixed Reality (MR)-based exergame session using the PowerBeatsVR application in MR mode. This condition allows participants to interact with virtual elements while maintaining awareness of their physical surroundings.

Intervention: Active comparator (Other)

Passive Rest (PR)

No Intervention

Participants will remain seated in a quiet room for the same duration as the VR and MR sessions. During this time, they will be asked to rest without engaging in any physical activity. Talking, using mobile devices, or interacting with others will not be allowed to ensure a consistent resting condition across participants.

Outcomes

Primary Outcomes

Mood State

Time Frame: Baseline and immediately post-intervention (within 5 minutes after the session)

Participants' mood states will be assessed before and after each session using the Brunel Mood Scale (BRUMS). The scale consists of 24 items and 6 subscales rated on a 5-point Likert scale (0 = Not at all, 4 = Extremely).

Heart Rate

Time Frame: Baseline, during intervention, and immediately post-intervention (within 5 minutes after the session)

Heart rate will be measured using a POLAR H20 heart rate monitor at baseline, during the session, and immediately post-intervention. Data will be recorded in real time through the Polar Flow application to assess physical activity intensity.

Perceived Exertion

Time Frame: Baseline and immediately post-intervention (within 5 minutes after the session)

Perceived exertion will be evaluated using the Borg Rating of Perceived Exertion (RPE) Scale (6-20) after each session. This scale measures subjective physical effort perception and is widely used for assessing exercise intensity.

Secondary Outcomes

  • Exercise Enjoyment(Immediately post-intervention (within 5 minutes after the session))
  • Game Experience (Dominance and Absorption)(Immediately post-intervention (within 5 minutes after the session))

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Abdullah Kayhan

Research Assistant

Akdeniz University

Study Sites (1)

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