Acute Physiological and Psychological Responses to Virtual and Mixed Reality Exergaming During Workplace Breaks: An Exploratory Crossover Trial
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 33
- 试验地点
- 1
- 主要终点
- Mood State
研究概览
简要总结
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:
- How does VR exergame and MR exergame affect physical health indicators such as heart rate and perceived exertion in university administrative staff?
- How does MR exergame with VR exergame affect the mood of university administrative staff?
- 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.
详细描述
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Crossover
- 主要目的
- Other
- 盲法
- None (Outcomes Assessor)
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •People with epilepsy, vertigo or neurological diseases
- •Use of antidepressants or similar medication
- •Individuals with high Physical Activity Level (IPAQ)
研究组 & 干预措施
Virtual Reality Exergame (VR-EX)
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.
干预措施: Experimental (Other)
Mixed Reality Exergame (MR-EX)
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.
干预措施: Active comparator (Other)
Passive Rest (PR)
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.
结局指标
主要结局
Mood State
时间窗: 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
时间窗: 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
时间窗: 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.
次要结局
- 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))
研究者
Abdullah Kayhan
Research Assistant
Akdeniz University
