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VR Exercise Intervention in a Workplace Setting (VRW)

X

XRWorkout, Inc

Status

Completed

Conditions

Physical Inactivity
Psychological Well-Being
Work-Related Stress

Treatments

Behavioral: VR exercise

Study type

Interventional

Funder types

Other
Industry

Identifiers

Details and patient eligibility

About

This research study is designed to better understand how a virtual reality (VR) exercise application may influence overall physical activity and well-being. VR games can make exercise more enjoyable and interactive, which has been shown to increase engagement in physical activity. Adult participants will do a progressive exercise program and report on overall physical activity, health, and psychological wellbeing. The intervention is expected to have a positive impact on these lifestyle factors.

Full description

irtual Reality (VR) fitness applications are promising interventions to promote exercise in a home setting. Multiplayer fitness games for virtual reality platforms, addresses several common challenges associated with decreased exercise adherence such as social accountability, transportation, weather, gym memberships, and self-consciousness. This study aims to assess the impact of regular usage of a commercially available virtual reality fitness application on quality of life measures, including physical activity, health, and well-being. This study will enroll healthy participants, age 18- 50 years old, and they will be issued a Quest 2 virtual reality headset and given access to the virtual reality fitness application (VRWorkout - VRW). Participants will be asked to use VRW on a regular and progressive basis over a six-week period and to complete surveys about physical activity and wellbeing over a 9-week period. The activity completed within VRW is based on participant choice. A suggested progression schedule will be provided, but not enforced. This study of healthy working individuals, is foundational to assessing whether immersive fitness applications may be used as a lifestyle intervention to increase overall physical activity and well-being.

Enrollment

28 patients

Sex

All

Ages

18 to 50 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

Exclusion criteria

  • Individuals who have been advised by a healthcare provider that they should not participate in moderate to strenuous physical activity for any reason
  • Individuals with history of seizures with photosensitivity
  • Individuals with diagnosis of uncontrolled metabolic disorders
  • Current lice infestation
  • Current eye infection
  • Body Mass Index above 30 (obese)

Trial design

Primary purpose

Prevention

Allocation

N/A

Interventional model

Single Group Assignment

Masking

None (Open label)

28 participants in 1 patient group

VR Exercise
Experimental group
Description:
This arm will use a VR exercise game that increases in frequency, intensity and duration with each week of the intervention.
Treatment:
Behavioral: VR exercise

Trial contacts and locations

1

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Central trial contact

Julia Scott, PhD; Alex Azzi

Data sourced from clinicaltrials.gov

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