NCT06411119

Brief Summary

This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR) exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults. Participants engaged in a 20-minute session of VR exergaming using the Meta Oculus Quest 2™ headset. HR and RPE were measured at baseline, during, and after the intervention, while technology acceptance was assessed pre- and post-intervention using the UTAUT questionnaire. The results showed that VR exergaming increased HR while maintaining perceived exertion at low to moderate levels. Technology acceptance also improved significantly across all domains measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort Expectancy. The findings suggest that VR exergaming is an effective method to enhance physical activity, motivation, and engagement, providing promising support for its use as a rehabilitation tool for individuals struggling with adherence and motivation.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
9

participants targeted

Target at below P25 for not_applicable healthy

Timeline
Completed

Started Jan 2023

Shorter than P25 for not_applicable healthy

Geographic Reach
1 country

1 active site

Status
completed

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

January 1, 2023

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 31, 2023

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

January 31, 2023

Completed
1.3 years until next milestone

First Submitted

Initial submission to the registry

May 7, 2024

Completed
6 days until next milestone

First Posted

Study publicly available on registry

May 13, 2024

Completed
Last Updated

May 16, 2024

Status Verified

May 1, 2024

Enrollment Period

1 month

First QC Date

May 7, 2024

Last Update Submit

May 14, 2024

Conditions

Keywords

ExergamingVirtual RealityMeta Oculus QuestHeart rateRate of perceived exertionTechnology acceptanceBayesian InferencesPilotcohort studyHealthy

Outcome Measures

Primary Outcomes (3)

  • Rate of Perceived Exertion (RPE)

    RPE was assessed using the CR-10 Borg Scale, which measures perceived exertion on a standardised 1-10 scale. This metric was used to determine participants' perceived physical exertion levels, where higher scores are an indication of greater exertion.

    Baseline (before the VR exergaming session), during each song in the 20-minute intervention, and immediately post-intervention.

  • Heart Rate (HR)

    HR was measured with the Polar RS400 monitor to evaluate cardiovascular response. HR was recorded at baseline, throughout the 20-minute Virtual Reality exergaming session, and immediately post-intervention.

    Baseline (before the VR exergaming session), continuously during the 20-minute session, and immediately post-intervention.

  • Technology Acceptance

    Technology acceptance was measured using the Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaire. The UTAUT questionnaire contains 22 items and evaluates six constructs: Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Self-Efficacy, and Behavioural Intention. Each question is measured using a 7-point Likert scale, from 1 (strongly disagree) to 7 (strongly agree). Higher scores indicate a better outcome, reflecting greater acceptance and intention to use the technology.

    Before the VR exergaming session and immediately post-intervention.

Study Arms (1)

Virtual Reality Exergaming Intervention

EXPERIMENTAL

Participants engaged in a 20-minute session of the Beat Saber game using the Meta Oculus Quest 2™ Virtual Reality headset, which required them to perform various physical movements like lateral steps, squats, and upper limb motions. The gameplay was adjusted to a moderate difficulty level in 'no-fail' mode to maintain consistent activity and ensure an engaging experience. Physiological and psychological outcomes, including heart rate, perceived exertion, and technology acceptance, were assessed before and after the intervention.

Device: Meta Oculus Quest 2™ Virtual Reality Exergaming

Interventions

Participants utilised the Meta Oculus Quest 2™ Virtual Reality headset to play the Beat Saber game, which involves striking blocks in time to music using hand controllers. Gameplay was configured at a moderate difficulty level in 'no-fail' mode to encourage continuous activity across pre-selected songs, requiring participants to perform movements such as lateral steps, squats, and arm motions. Each session lasted for 20 minutes, including 30-second rest intervals between songs, to maximise physical activity and monitor heart rate, perceived exertion, and technology acceptance.

Virtual Reality Exergaming Intervention

Eligibility Criteria

Age18 Years - 65 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • male or female participants
  • University student or staff
  • age 18-65
  • able to read and comprehend written and spoken English

You may not qualify if:

  • any musculoskeletal injury within the last six months
  • recent operation,
  • long term health conditions that affect ability to engage in exercise
  • claustrophobia
  • vertigo and motion sickness
  • experiencing covid-19 symptoms

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Teesside University

Middlesbrough, United Kingdom

Location

MeSH Terms

Conditions

Motor ActivitySedentary Behavior

Condition Hierarchy (Ancestors)

Behavior

Study Officials

  • Jonathan Robinson, PhD

    Teesside University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Masking Details
The researcher who completed the data analysis (JR) was blinded to the participants and specifics of the intervention.
Purpose
BASIC SCIENCE
Intervention Model
SINGLE GROUP
Model Details: This study employed a pre- and post-cohort model, where participants' heart rate, perceived exertion, and technology acceptance were assessed before and after a 20-minute session of Virtual Reality exergaming.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Senior Lecturer in Research Methods

Study Record Dates

First Submitted

May 7, 2024

First Posted

May 13, 2024

Study Start

January 1, 2023

Primary Completion

January 31, 2023

Study Completion

January 31, 2023

Last Updated

May 16, 2024

Record last verified: 2024-05

Data Sharing

IPD Sharing
Will not share

Locations