Virtual Reality Exergaming on Heart Rate, Perceived Exertion, and Technology Acceptance in Healthy Individuals
NCT ID: NCT06411119
Last Updated: 2024-05-16
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
9 participants
INTERVENTIONAL
2023-01-01
2023-01-31
Brief Summary
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The results showed that VR exergaming increased HR while maintaining perceived exertion at low to moderate levels. Technology acceptance also improved significantly across all domains measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort Expectancy. The findings suggest that VR exergaming is an effective method to enhance physical activity, motivation, and engagement, providing promising support for its use as a rehabilitation tool for individuals struggling with adherence and motivation.
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Detailed Description
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Participants engaged in a 20-minute session of the VR game Beat Saber, played on the Meta Oculus Quest 2™ headset. Gameplay required dynamic movements, including lateral side steps and squats, designed to elicit moderate-intensity exercise while maximising engagement. This immersive environment aimed to enhance adherence by making the exercise experience enjoyable while reducing perceived fatigue.
Outcome Measures and Data Collection:
Primary outcomes included HR, RPE, and technology acceptance, assessed using the UTAUT questionnaire administered before and after the VR session. HR was continuously recorded with a Polar monitor, and RPE was reported using the CR-10 Borg scale. The UTAUT questionnaire, adapted for VR specificity, evaluated key aspects of technology acceptance such as performance expectancy and effort expectancy, offering insight into the psychological effects of VR exergaming.
Statistical analyses were conducted using both frequentist and Bayesian approaches. This dual analysis provided comprehensive insights into the intervention's impact, yielding p-values and Bayes factors that contextualised statistical and practical significance. Bayesian analysis was particularly valuable in quantifying the intervention's efficacy relative to baseline measures, offering nuanced conclusions about the likelihood of its impact.
Conditions
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Study Design
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NA
SINGLE_GROUP
BASIC_SCIENCE
NONE
Study Groups
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Virtual Reality Exergaming Intervention
Participants engaged in a 20-minute session of the Beat Saber game using the Meta Oculus Quest 2™ Virtual Reality headset, which required them to perform various physical movements like lateral steps, squats, and upper limb motions. The gameplay was adjusted to a moderate difficulty level in 'no-fail' mode to maintain consistent activity and ensure an engaging experience. Physiological and psychological outcomes, including heart rate, perceived exertion, and technology acceptance, were assessed before and after the intervention.
Meta Oculus Quest 2™ Virtual Reality Exergaming
Participants utilised the Meta Oculus Quest 2™ Virtual Reality headset to play the Beat Saber game, which involves striking blocks in time to music using hand controllers. Gameplay was configured at a moderate difficulty level in 'no-fail' mode to encourage continuous activity across pre-selected songs, requiring participants to perform movements such as lateral steps, squats, and arm motions. Each session lasted for 20 minutes, including 30-second rest intervals between songs, to maximise physical activity and monitor heart rate, perceived exertion, and technology acceptance.
Interventions
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Meta Oculus Quest 2™ Virtual Reality Exergaming
Participants utilised the Meta Oculus Quest 2™ Virtual Reality headset to play the Beat Saber game, which involves striking blocks in time to music using hand controllers. Gameplay was configured at a moderate difficulty level in 'no-fail' mode to encourage continuous activity across pre-selected songs, requiring participants to perform movements such as lateral steps, squats, and arm motions. Each session lasted for 20 minutes, including 30-second rest intervals between songs, to maximise physical activity and monitor heart rate, perceived exertion, and technology acceptance.
Eligibility Criteria
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Inclusion Criteria
* University student or staff
* age 18-65
* able to read and comprehend written and spoken English
Exclusion Criteria
* recent operation,
* long term health conditions that affect ability to engage in exercise
* claustrophobia
* vertigo and motion sickness
* experiencing covid-19 symptoms
18 Years
65 Years
ALL
Yes
Sponsors
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Teesside University
OTHER
Responsible Party
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Jonathan Robinson, Ph.D
Senior Lecturer in Research Methods
Principal Investigators
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Jonathan Robinson, PhD
Role: PRINCIPAL_INVESTIGATOR
Teesside University
Locations
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Teesside University
Middlesbrough, , United Kingdom
Countries
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Other Identifiers
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11014
Identifier Type: -
Identifier Source: org_study_id
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