Affective and Physiological Outcomes of Virtual and Mixed Reality Workplace Exergames
NCT ID: NCT06830772
Last Updated: 2025-04-25
Study Results
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Basic Information
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COMPLETED
NA
33 participants
INTERVENTIONAL
2025-02-26
2025-04-11
Brief Summary
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1. How does VR exergame and MR exergame affect physical health indicators such as heart rate and perceived exertion in university administrative staff?
2. How does MR exergame with VR exergame affect the mood of university administrative staff?
3. 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.
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Detailed Description
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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.
Conditions
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Study Design
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RANDOMIZED
CROSSOVER
OTHER
NONE
Study Groups
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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.
Experimental
Virtual Reality Exergame (VR) Participants will engage in a 5-minute fully immersive Virtual Reality (VR) exergame session using the PowerBeatsVR application. This intervention takes place in a virtual environment where participants perform rhythm-based physical activities such as punching targets and dodging obstacles. The VR session isolates participants from their real-world surroundings, offering a highly immersive experience designed to promote physical activity and assess its physiological and psychological effects.
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.
Active comparator
Mixed Reality Exergame (MR) Participants will engage in a 5-minute Mixed Reality (MR) exergame session using PowerBeatsVR in MR mode. Unlike VR, this intervention integrates virtual elements into the real-world environment, allowing participants to maintain awareness of their physical surroundings while interacting with digital content. This hybrid experience reduces the risk of cybersickness while providing a practical approach for workplace settings.
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.
No interventions assigned to this group
Interventions
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Experimental
Virtual Reality Exergame (VR) Participants will engage in a 5-minute fully immersive Virtual Reality (VR) exergame session using the PowerBeatsVR application. This intervention takes place in a virtual environment where participants perform rhythm-based physical activities such as punching targets and dodging obstacles. The VR session isolates participants from their real-world surroundings, offering a highly immersive experience designed to promote physical activity and assess its physiological and psychological effects.
Active comparator
Mixed Reality Exergame (MR) Participants will engage in a 5-minute Mixed Reality (MR) exergame session using PowerBeatsVR in MR mode. Unlike VR, this intervention integrates virtual elements into the real-world environment, allowing participants to maintain awareness of their physical surroundings while interacting with digital content. This hybrid experience reduces the risk of cybersickness while providing a practical approach for workplace settings.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* 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
Exclusion Criteria
* Use of antidepressants or similar medication
* Individuals with high Physical Activity Level (IPAQ)
18 Years
ALL
Yes
Sponsors
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Akdeniz University
OTHER
Responsible Party
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Abdullah Kayhan
Research Assistant
Principal Investigators
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Tennur Yerlisu Lapa
Role: STUDY_DIRECTOR
Akdeniz University
Locations
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Akdeniz University
Konyaalti, Antalya, Turkey (Türkiye)
Countries
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Other Identifiers
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21012025-02-47
Identifier Type: -
Identifier Source: org_study_id
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