Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
Trial Snapshot
- Phase
- Not Applicable
- Status
- Active, not recruiting
- Sponsor
- Akdeniz University
- Enrollment
- 40
- Locations
- 2
- Primary Endpoint
- Resting and Mean Exercise Heart Rate
Study Overview
Brief Summary
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
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Crossover
- Primary Purpose
- Basic Science
- Masking
- None
Eligibility Criteria
- Ages
- 24 Years to 60 Years (Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
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
Arms & Interventions
Sequence 6: SVRE-GVRE-TVE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Sequence 1: GVRE-SVRE-TVE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 1: GVRE-SVRE-TVE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 5: TVE-SVRE-GVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 6: SVRE-GVRE-TVE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 5: TVE-SVRE-GVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 2: SVRE-TVE-GVRE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 5: TVE-SVRE-GVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Sequence 1: GVRE-SVRE-TVE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Sequence 6: SVRE-GVRE-TVE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 2: SVRE-TVE-GVRE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 2: SVRE-TVE-GVRE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Sequence 3: TVE-GVRE-SVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 3: TVE-GVRE-SVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 3: TVE-GVRE-SVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Sequence 4: GVRE-TVE-SVRE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Gamified Virtual Reality Exergaming (GVRE) (Behavioral)
Sequence 4: GVRE-TVE-SVRE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Serious Virtual Reality Exergaming (SVRE) (Behavioral)
Sequence 4: GVRE-TVE-SVRE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.
Intervention: Traditional Video Exercise (TVE) (Behavioral)
Outcomes
Primary Outcomes
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
Heart rate will be continuously recorded in beats per minute (bpm) using a Polar H10 chest-strap sensor. For each experimental condition, resting heart rate will be defined as the mean heart rate recorded during the 3-minute rest period immediately before the intervention. Mean exercise heart rate will be defined as the mean heart rate recorded throughout the 10-minute exercise session. The effects of the intervention conditions on heart rate will be evaluated by comparing resting and mean exercise heart rate values across the gamified virtual reality exergaming, serious virtual reality exergaming, and traditional video exercise conditions.
Change in Rating of Perceived Exertion
Time Frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
Perceived exertion will be assessed using the Borg Rating of Perceived Exertion Scale, which ranges from 6 (no exertion or very, very light exertion) to 20 (maximal exertion). The outcome will be saved as the post-intervention score and the pre-intervention score for each condition. A higher positive value indicates a greater increase in perceived exertion.
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
Felt arousal will be assessed using the single-item Felt Arousal Scale, which ranges from 1 (low arousal) to 6 (high arousal). The outcome will be saved as the post-intervention score and the pre-intervention score for each condition. A higher positive value indicates a greater increase in felt arousal.
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
Affective valence will be assessed using the single-item Feeling Scale. The Feeling Scale measures current affective valence on an 11-point bipolar scale ranging from -5 (very bad; minimum possible score) to +5 (very good; maximum possible score). Higher scores indicate more positive affective valence and a better outcome. The scale will be administered immediately before and immediately after each intervention. Pre-intervention and post-intervention scores will be retained as separate observations and analyzed across the three intervention conditions; no separate change score will be calculated.
Secondary Outcomes
- Positive and Negative Experience(Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions)
- Flow State(Immediately after each 10-minute intervention during each of the three experimental sessions)
- Activity Satisfaction(Immediately after each 10-minute intervention during each of the three experimental sessions)
- System Usability(Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE)
- Virtual Reality Discomfort(Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE)
- Exercise Enjoyment(Immediately after each 10-minute intervention during each of the three experimental sessions)
Investigators
Abdullah Kayhan
Research Assistant
Akdeniz University
