Examining the Effects of Virtual Reality Exercise on Mental Health
NCT ID: NCT06367439
Last Updated: 2025-08-11
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
154 participants
INTERVENTIONAL
2024-03-19
2025-07-11
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
BASIC_SCIENCE
SINGLE
Study Groups
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Virtual Reality Exercise Condition
Participants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (\~5-6 min), a 'getting started' low intensity Supernatural workout (\~3 min), a low intensity Supernatural workout (\~3 min), and a medium intensity Supernatural workout (\~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines).
Virtual reality exercise condition
Participants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic).
Virtual reality exercise condition
Participants will be provided a virtual reality headset (Meta Quest 3 Headset) and subscription to a virtual reality exercise game (i.e., Supernatural) for 10 weeks. Participants will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity (equivalent to 75 minutes of vigorous physical activity) per week in their own home.
Waitlist Control Condition
Participants will complete a control treadmill walk/run exercise session in the Behavioural Medicine Lab (30 min) that emulates the lab-based Supernatural exercise session (intervention condition). The treadmill run/walk will be the comparison condition for examining the effects of Supernatural exercise on mood and affect. First, participants will complete a 10 min treadmill orientation where they will walk for 3 min at 3 mph, walk for 3 min at 3.5 mph, walk/jog for 3 min at 4 mph, and walk for 1 min at 3 mph. Participants will then complete a 19.5-20 min treadmill walk/jog where they will complete a 1 min warmup at 3 mph, walk/jog for 17.5 min at 4 mph. Participants will then be asked to continue as they are for 10 weeks and will have the opportunity to bring home the Meta Quest 3 headset equipped with Supernatural for 10 weeks post-study.
No interventions assigned to this group
Interventions
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Virtual reality exercise condition
Participants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic).
Virtual reality exercise condition
Participants will be provided a virtual reality headset (Meta Quest 3 Headset) and subscription to a virtual reality exercise game (i.e., Supernatural) for 10 weeks. Participants will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity (equivalent to 75 minutes of vigorous physical activity) per week in their own home.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Living in the Greater Victoria area
* Have a stable Wi-Fi connection at home
* Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
* Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
* Be willing to travel into the Behavioural Medicine Lab on the UVic campus
* Be the only member of their household to participate in the study, past or present
Exclusion Criteria
19 Years
64 Years
ALL
Yes
Sponsors
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Meta Platforms, Inc.
UNKNOWN
University of Victoria
OTHER
Responsible Party
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Principal Investigators
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Ryan Rhodes, PhD
Role: PRINCIPAL_INVESTIGATOR
Lab Director and Professor
Locations
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Behavioural Medicine Lab
Victoria, British Columbia, Canada
Countries
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References
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Borg, G. (1998). Borg's perceived exertion and pain scales. Human Kinetics.
Courneya, K. S. (1994). Predicting repeated behavior from intention: The issue of scale correspondence. Journal of Applied Social Psychology, 24(7), 580-594. https://doi.org/10.1111/j.1559-1816.1994.tb00601.x
Courneya KS, Jones LW, Rhodes RE, Blanchard CM. Effects of different combinations of intensity categories on self-reported exercise. Res Q Exerc Sport. 2004 Dec;75(4):429-33. doi: 10.1080/02701367.2004.10609176. No abstract available.
Costa, P. T., & McCrae, R. R. (1992). Revised neo personality inventory and Neo Five-Factor Inventory. Research Psychologists Press.
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IPAQ. (2004). International physical activity prevalence study environmental survey module. Retrieved August 10 from http://www-rohan.sdsu.edu/faculty/sallis/IPAQIPS.pdf
Lithopoulos A, Zhang CQ, Williams DM, Rhodes RE. Development and Validation of a Two-component Perceived Control Measure. Ann Behav Med. 2023 Feb 4;57(2):175-184. doi: 10.1093/abm/kaac033.
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Rhodes RE, Lithopoulos A. The Physical Activity Regulation Scale: Development and validity testing. Health Psychol. 2023 Jun;42(6):378-387. doi: 10.1037/hea0001283.
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Wilson, P. M., & Muon, S. (2008). Psychometric properties of the Exercise Identity Scale in a university sample. International Journal of Sport and Exercise Psychology, 6(2), 115-131. https://doi.org/10.1080/1612197X.2008.9671857
Zigmond AS, Snaith RP. The hospital anxiety and depression scale. Acta Psychiatr Scand. 1983 Jun;67(6):361-70. doi: 10.1111/j.1600-0447.1983.tb09716.x.
Anderson DF, Cychosz CM. Development of an exercise identity scale. Percept Mot Skills. 1994 Jun;78(3 Pt 1):747-51. doi: 10.1177/003151259407800313.
Bostic, T. J., Rubio, D. M., & Hood, M. (2000). A validation of the subjective vitality scale using structural equation modelling. Social Indicators Research, 52(3), 313-324. https://doi.org/10.1111/j.1541-0072.1977.tb01338.x
Cox A, Rhodes RE. Increasing Physical Activity in Empty Nest and Retired Populations Online: A Randomized Feasibility Study. J Aging Phys Act. 2023 Jun 1;31(6):909-922. doi: 10.1123/japa.2022-0285. Print 2023 Dec 1.
Peres, S. C., Pham, T., & Phillips, R. (2013). Validation of the system usability scale (sus): SUS in the wild. Proceedings of the Human Factors and Ergonomics Society, 1, 192-196. https://doi.org/10.1177/1541931213571043
Other Identifiers
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FN-10984
Identifier Type: -
Identifier Source: org_study_id
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