Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers
VR-Exergame
The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees
2 other identifiers
interventional
32
1 country
1
Brief Summary
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Nov 2024
Shorter than P25 for not_applicable
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
November 10, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 10, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
March 10, 2025
CompletedFirst Submitted
Initial submission to the registry
September 9, 2025
CompletedFirst Posted
Study publicly available on registry
September 25, 2025
CompletedSeptember 25, 2025
September 1, 2025
3 months
September 9, 2025
September 17, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
Postural Balance Performance
Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement .
Baseline and 6 weeks post-intervention
Cognitive Performance
Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance.
Baseline and 6 weeks post-intervention
Body Mass Index (BMI)
BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided.
Baseline and 6 weeks post-intervention
Change in Static Balance
Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero.
Time Frame: Baseline and 6 weeks post-intervention
Study Arms (2)
Virtual Reality Exercise Group
EXPERIMENTALParticipants 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.
Control Group
NO INTERVENTIONParticipants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period.
Interventions
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.
Eligibility Criteria
You may qualify if:
- 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
You may not qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Medipol Universıty
Beykoz, Istanbul, 34810, Turkey (Türkiye)
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Masking Details
- Outcome assessments were performed by evaluators who were blinded to group allocation, ensuring a single-blinded study design.
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- MSc, Audiologist, Principal Investigator
Study Record Dates
First Submitted
September 9, 2025
First Posted
September 25, 2025
Study Start
November 10, 2024
Primary Completion
February 10, 2025
Study Completion
March 10, 2025
Last Updated
September 25, 2025
Record last verified: 2025-09
Data Sharing
- IPD Sharing
- Will not share
Individual participant data (IPD) will not be shared.