Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers
NCT ID: NCT07192562
Last Updated: 2025-09-25
Study Results
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Basic Information
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COMPLETED
NA
32 participants
INTERVENTIONAL
2024-11-10
2025-03-10
Brief Summary
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This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (\<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16).
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature.
Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
SINGLE
Study Groups
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Virtual Reality Exercise Group
Participants performed a virtual reality-based exercise program using the Meta Quest 2 headset. Two commercial exergames (Beat Saber and PowerBeatsVR) were implemented twice weekly for six weeks (12 sessions total). Each session lasted approximately 30-35 minutes and included full-body movements such as punching, squatting, dodging, and stepping.
Virtual Reality-Based Exercise Program
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly.
Control Group
Participants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period.
No interventions assigned to this group
Interventions
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Virtual Reality-Based Exercise Program
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly.
Eligibility Criteria
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Inclusion Criteria
Being employed as an academic or administrative employees member at a university
Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results
Not starting any regular physical activity programs during the study period
Having normal blood pressure and circulatory conditions
No conditions preventing the use of VR technology and games (e.g., severe motion sickness)
Voluntarily agreeing to participate in the study and providing written informed consent
Exclusion Criteria
Presence of neurological and/or psychological disorders
Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise
Presence of vestibular disorders
30 Years
60 Years
ALL
Yes
Sponsors
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Medipol University
OTHER
Responsible Party
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Hakan GÜLER
MSc, Audiologist, Principal Investigator
Locations
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Medipol Universıty
Beykoz, Istanbul, Turkey (Türkiye)
Countries
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Other Identifiers
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BAP-2024/57 No:E-93425710-604
Identifier Type: OTHER_GRANT
Identifier Source: secondary_id
HGULER
Identifier Type: -
Identifier Source: org_study_id
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