Virtual Reality Exergaming During Work Breaks in Office Employees

NCT07749196 · Status: RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 40

Last updated 2026-08-10

No results posted yet for this study

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

Conditions

  • Exergaming
  • Virtual Reality Physical Activity
  • Workplace Exercise

Interventions

BEHAVIORAL

Gamified Virtual Reality Exergaming (GVRE)

Participants will complete one 10-minute gamified virtual reality exergaming session using the FitXR BOX mode, a Meta Quest 3 headset, and handheld controllers. Participants will perform boxing-based whole-body movements involving virtual targets. The intervention includes game-related elements such as scoring, pacing, performance tracking, and real-time visual and auditory feedback.

BEHAVIORAL

Serious Virtual Reality Exergaming (SVRE)

Participants will complete one 10-minute serious virtual reality exergaming session using the FitXR SCULPT mode and a Meta Quest 3 headset. Participants will follow structured whole-body exercise movements demonstrated by a virtual instructor. The condition emphasizes movement guidance and exercise performance and contains minimal game-related elements.

BEHAVIORAL

Traditional Video Exercise (TVE)

Participants will complete one 10-minute video-based exercise session. Participants will follow an instructor displayed on a two-dimensional screen without using a virtual reality headset. The exercise content will correspond to the serious virtual reality exergaming condition but will not include virtual reality interaction or game-related elements. This intervention will serve as the active comparison condition.

Sponsors & Collaborators

  • The Scientific and Technological Research Council of Turkey

    collaborator OTHER
  • Akdeniz University

    lead OTHER

Principal Investigators

  • Tennur Yerlisu Lapa, PhD · Akdeniz University

Study Design

Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
NONE
Model
CROSSOVER

Eligibility

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

Timeline & Regulatory

Start
2026-07-29
Primary Completion
2026-12-30
Completion
2026-12-30

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 NCT07749196 on ClinicalTrials.gov