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Affective and Physiological Outcomes of Virtual and Mixed Reality Workplace Exergames

A

Akdeniz University

Status

Completed

Conditions

Exergame
Mood Changes
Active Video Games (AVG)
Virtual Reality

Treatments

Other: Active comparator
Other: Experimental

Study type

Interventional

Funder types

Other

Identifiers

NCT06830772
21012025-02-47

Details and patient eligibility

About

The aim of this study was to compare the acute effects of virtual reality (VR) and mixed reality (MR) based exergame practices on physical and psychological health indicators during micro-breaks among university administrative staff. The main research questions aimed to be answered are:

  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.

Full description

Using a randomized crossover design, participants will experience three different conditions: VR-based exergames, MR-based exergames, and passive rest. Each condition will be performed on separate days, with a minimum of 48 hours between sessions to prevent carryover effects.

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.

Enrollment

33 patients

Sex

All

Ages

18+ years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • 18 years and over
  • 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

  • People with epilepsy, vertigo or neurological diseases
  • Use of antidepressants or similar medication
  • Individuals with high Physical Activity Level (IPAQ)

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

None (Open label)

33 participants in 3 patient groups

Virtual Reality Exergame (VR-EX)
Experimental group
Description:
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.
Treatment:
Other: Experimental
Mixed Reality Exergame (MR-EX)
Active Comparator group
Description:
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.
Treatment:
Other: Active comparator
Passive Rest (PR)
No Intervention group
Description:
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.

Trial contacts and locations

1

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Central trial contact

Abdullah Kayhan

Data sourced from clinicaltrials.gov

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