Effects of VR and MR Exergaming on Mood and Executive Function During Workplace Microbreaks
NCT ID: NCT06889597
Last Updated: 2025-09-17
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
28 participants
INTERVENTIONAL
2025-03-10
2025-06-11
Brief Summary
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How do VR and MR exergames influence executive functions compared to passive rest? How do VR and MR exergames affect mood states in workers compared to passive rest? How do VR and MR exergames compare in terms of heart rate response and perceived exertion during workplace microbreaks? How do VR and MR exergames impact exercise enjoyment and the intention to continue exergaming?
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
OTHER
NONE
Study Groups
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VR EXERGAME
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
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.
MR EXERGAME
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.
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.
REST
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.
Experimental
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
* No regular physical exercise in the last three months (less than three days per week, less than 30 minutes per session)
* No prior experience with VR/MR technologies
* No history of neurological or cardiovascular disorders
* No epilepsy, vertigo, or inner ear conditions
* No use of medications affecting the central nervous system
* Low or moderate physical activity levels, as assessed by the International Physical Activity Questionnaire (IPAQ)
* Cleared for physical activity based on the Physical Activity Readiness Questionnaire (PAR-Q)
Exclusion Criteria
* Not meeting the safety criteria for physical activity according to the PAR-Q
* Individuals experiencing dizziness, nausea, or discomfort while using VR/MR
* Vision impairments that prevent the use of VR/MR headsets
* Pregnant individuals
18 Years
ALL
Yes
Sponsors
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Akdeniz University
OTHER
Responsible Party
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Abdullah Kayhan
Research Assistant
Locations
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Akdeniz University
Konyaalti, Antalya, Turkey (Türkiye)
Countries
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Other Identifiers
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06032025-05-118
Identifier Type: -
Identifier Source: org_study_id
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