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

M

Medipol University

Status

Completed

Conditions

Virtual Reality Therapy

Treatments

Behavioral: Virtual Reality-Based Exercise Program

Study type

Interventional

Funder types

Other

Identifiers

NCT07192562
HGULER
BAP-2024/57 No:E-93425710-604 (Other Grant/Funding Number)

Details and patient eligibility

About

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.

Enrollment

32 patients

Sex

All

Ages

30 to 60 years old

Volunteers

Accepts Healthy Volunteers

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

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

32 participants in 2 patient groups

Virtual Reality Exercise Group
Experimental group
Description:
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.
Treatment:
Behavioral: Virtual Reality-Based Exercise Program
Control Group
No Intervention group
Description:
Participants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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