Examining the Effects of Virtual Reality Exercise on Mental Health
UVIC VR Fit
1 other identifier
interventional
154
1 country
1
Brief Summary
The primary purpose of this investigation is to examine the efficacy of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving well-being (i.e., vitality) over a 10-week period. The secondary purpose is to examine the efficacy of VR exercise for improving depression mood symptoms, anxiety mood symptoms, and perceived cognitive functioning over a 10-week period, as well as short-term mood (post-exercise) and affective experiences during exercise. The tertiarty purpose of this study is to examine the efficacy of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) over a 10-week period. Another tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Mar 2024
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
March 19, 2024
CompletedFirst Submitted
Initial submission to the registry
March 27, 2024
CompletedFirst Posted
Study publicly available on registry
April 16, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 2, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
July 11, 2025
CompletedAugust 11, 2025
August 1, 2025
1.2 years
March 27, 2024
August 5, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Well-being: subjective vitality
Subjective vitality will be assessed using a six-item subjective vitality scale. Participants will respond to the six subjective vitality items on a seven point Likert-type scale anchored by 1 (not at all true) to 7 (very true). The six items will be mean scored (potential range 1-7), with higher scores reflecting higher subjective vitality and a more positive outcome.
Baseline, week 5, week 10
Secondary Outcomes (5)
Depression and anxiety mood symptoms
Baseline, week 5, week 10
Perceived cognitive function
Baseline, week 5, week 10
Short-term Mood
Pre (baseline) and post in-lab physical activity; through lab completion (2 hours).
Core Affect Measure - Feeling Scale
Baseline (pre exercise session), at ~3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Core Affect Measure - Felt Arousal Scale
Baseline (pre exercise session), ~ at 3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Other Outcomes (26)
Perceived exertion
~3.5 minute intervals (post song) during exercise. 5 measurements total.
Supernatural Target Accuracy
Once during in-lab Supernatural orientation (tutorial workout), and after each of the five songs completed during the in-lab Supernatural workout.
Attitude towards physical activity
Baseline, week 5, week 10
- +23 more other outcomes
Study Arms (2)
Virtual Reality Exercise Condition
EXPERIMENTALParticipants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (\~5-6 min), a 'getting started' low intensity Supernatural workout (\~3 min), a low intensity Supernatural workout (\~3 min), and a medium intensity Supernatural workout (\~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines).
Waitlist Control Condition
NO INTERVENTIONParticipants will complete a control treadmill walk/run exercise session in the Behavioural Medicine Lab (30 min) that emulates the lab-based Supernatural exercise session (intervention condition). The treadmill run/walk will be the comparison condition for examining the effects of Supernatural exercise on mood and affect. First, participants will complete a 10 min treadmill orientation where they will walk for 3 min at 3 mph, walk for 3 min at 3.5 mph, walk/jog for 3 min at 4 mph, and walk for 1 min at 3 mph. Participants will then complete a 19.5-20 min treadmill walk/jog where they will complete a 1 min warmup at 3 mph, walk/jog for 17.5 min at 4 mph. Participants will then be asked to continue as they are for 10 weeks and will have the opportunity to bring home the Meta Quest 3 headset equipped with Supernatural for 10 weeks post-study.
Interventions
Participants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic).
Eligibility Criteria
You may qualify if:
- Age 19-64
- Living in the Greater Victoria area
- Have a stable Wi-Fi connection at home
- Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
- Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
- Be willing to travel into the Behavioural Medicine Lab on the UVic campus
- Be the only member of their household to participate in the study, past or present
You may not qualify if:
- If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- University of Victorialead
- Meta Platforms, Inc.collaborator
Study Sites (1)
Behavioural Medicine Lab
Victoria, British Columbia, V8W3N4, Canada
Related Publications (22)
Borg, G. (1998). Borg's perceived exertion and pain scales. Human Kinetics.
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BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Ryan Rhodes, PhD
Lab Director and Professor
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- INVESTIGATOR
- Masking Details
- Single - Primary Investigator
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 27, 2024
First Posted
April 16, 2024
Study Start
March 19, 2024
Primary Completion
June 2, 2025
Study Completion
July 11, 2025
Last Updated
August 11, 2025
Record last verified: 2025-08