Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers

NCT ID: NCT07192562

Last Updated: 2025-09-25

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

32 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-11-10

Study Completion Date

2025-03-10

Brief Summary

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Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames.

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.

Detailed Description

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Conditions

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Virtual Reality Therapy

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

This was a two-arm, parallel-group, randomized controlled trial. Participants were randomly assigned in a 1:1 ratio to either the VR Exercise Group or the Control Group. The VR group received a 6-week virtual reality-based exercise intervention (two sessions per week, \~30-35 minutes each), while the Control group continued their usual daily routines without structured exercise.
Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Outcome Assessors
Outcome assessments were performed by evaluators who were blinded to group allocation, ensuring a single-blinded study design.

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.

Group Type EXPERIMENTAL

Virtual Reality-Based Exercise Program

Intervention Type BEHAVIORAL

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.

Group Type NO_INTERVENTION

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.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Being between 30-60 years of age

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

* Pregnancy

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
Minimum Eligible Age

30 Years

Maximum Eligible Age

60 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Medipol University

OTHER

Sponsor Role lead

Responsible Party

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Hakan GÜLER

MSc, Audiologist, Principal Investigator

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Medipol Universıty

Beykoz, Istanbul, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

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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