Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers

NCT07192562 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 32

Last updated 2025-09-25

No results posted yet for this study

Summary

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.

Conditions

  • Virtual Reality Therapy

Interventions

BEHAVIORAL

Virtual Reality-Based Exercise Program

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.

Sponsors & Collaborators

  • Medipol University

    lead OTHER

Study Design

Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
SINGLE
Model
PARALLEL

Eligibility

Min Age
30 Years
Max Age
60 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2024-11-10
Primary Completion
2025-02-10
Completion
2025-03-10

Countries

  • Turkey (Türkiye)

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07192562 on ClinicalTrials.gov