NCT07567144

Brief Summary

This study aimed to compare the effects of virtual reality (VR)-based exercise and traditional exercise methods on selected physiological and cognitive parameters in sedentary individuals. Sedentary lifestyles are increasingly associated with reduced physical fitness and impaired cognitive performance, including decreased concentration, slower reaction time, and reduced flexibility. While traditional exercise programs are effective, their long-term adherence may be limited due to low motivation. Virtual reality-based exercise has emerged as an innovative approach that combines physical activity with interactive and engaging environments, potentially enhancing both motivation and cognitive engagement. Therefore, this study investigated whether VR-based exercise provides additional benefits compared to traditional exercise. A total of 33 sedentary adults were randomly assigned to three groups: a VR exercise group, a traditional exercise group, and a control group. The intervention groups participated in structured exercise programs three times per week for eight weeks, while the control group maintained their usual lifestyle without exercise intervention. Outcome measures included concentration, reaction time (hand and foot), balance, and flexibility, assessed before and after the intervention. The findings of this study are expected to contribute to understanding whether VR-based exercise can be used as an effective alternative to traditional exercise methods for improving both cognitive and physical performance in sedentary populations.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
33

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Jan 2026

Shorter than P25 for not_applicable

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 5, 2026

Completed
10 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 15, 2026

Completed
3 months until next milestone

Study Completion

Last participant's last visit for all outcomes

April 1, 2026

Completed
20 days until next milestone

First Submitted

Initial submission to the registry

April 21, 2026

Completed
14 days until next milestone

First Posted

Study publicly available on registry

May 5, 2026

Completed
Last Updated

May 5, 2026

Status Verified

April 1, 2026

Enrollment Period

10 days

First QC Date

April 21, 2026

Last Update Submit

April 28, 2026

Conditions

Keywords

Sedentary BehaviorPhysical InactivityCognitive FunctionMotor Performance

Outcome Measures

Primary Outcomes (1)

  • Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor)

    Concentration performance will be assessed using an EEG-based NeuroSky Mobile Brainwave Sensor. Participants will be asked to focus on a fixed object for 3 minutes, and attention levels will be recorded. The outcome will be expressed as the change in concentration score from baseline to post-intervention.

    After 8 weeks of exercise intervention

Secondary Outcomes (3)

  • Change in Reaction Time (Hand and Foot) Measured by Light Trainer System

    After 8 weeks of exercise intervention

  • Change in Balance Performance Assessed by Togu Challenge Disc

    After 8 weeks of exercise intervention

  • Change in Flexibility Measured by Sit-and-Reach Test

    After 8 weeks of exercise intervention

Study Arms (3)

Traditional Exercise Training

ACTIVE COMPARATOR

Participants in this arm performed a structured traditional exercise program for 8 weeks, 3 days per week. The program included aerobic, strength, balance, and flexibility exercises identical in structure to the VR group but delivered in a real-world environment without virtual reality technology. Sessions included warm-up, main exercise sets, and cool-down phases under supervision.

Other: Traditional Exercise Training

Virtual Reality Exercise Training

EXPERIMENTAL

Participants in this arm performed virtual reality-based exercise training for 8 weeks, 3 days per week. Training sessions were conducted using an Oculus 3 virtual reality headset and included structured exercise programs delivered through VR applications (e.g., FitXR, Holofit, PowerBeats VR). Each session consisted of warm-up, main exercise tasks targeting aerobic capacity, balance, reaction time, and flexibility, followed by a cool-down period. All sessions were performed under standardized laboratory conditions.

Other: Virtual Reality Exercise Training

Control Group

NO INTERVENTION

Participants in this arm did not receive any structured exercise intervention during the 8-week study period. They continued their normal daily activities and routine lifestyle without participation in any supervised training program. No VR-based or traditional exercise sessions were administered. Pre-test and post-test measurements were conducted in the same manner as the intervention groups.

Interventions

Participants in this intervention arm completed a structured virtual reality-based exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). Training sessions were performed using an Oculus 3 virtual reality headset and included interactive exercise modules delivered through VR applications (FitXR, Holofit, PowerBeats VR, and similar platforms). Each session consisted of standardized warm-up exercises, main training tasks targeting aerobic capacity, balance, reaction time, and flexibility, and a cool-down period. All sessions were conducted under controlled laboratory conditions with standardized environmental settings.

Also known as: VR Training
Virtual Reality Exercise Training

Participants in this intervention arm completed a structured traditional exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). The training protocol consisted of the same exercise components as the VR group, including aerobic, strength, balance, and flexibility exercises, but performed in a real-world environment without virtual reality technology. Each session included standardized warm-up exercises, main exercise sets (such as squats, lunges, jumping, reaction drills, balance tasks, and flexibility exercises), and a cool-down period. All sessions were supervised and conducted under controlled laboratory conditions with standardized environmental settings.

Also known as: Traditional Training
Traditional Exercise Training

Eligibility Criteria

Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64), Older Adult (65+)

You may qualify if:

  • Participants were selected from among individuals aged 18 and over who had not experienced any serious physical or psychological problems in the past 6 months, did not exercise regularly, did not regularly use alcohol or tobacco, and volunteered for the program.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Recep Tayyip Erdogan University

Rize, 53100, Turkey (Türkiye)

Location

MeSH Terms

Conditions

Sedentary Behavior

Condition Hierarchy (Ancestors)

Behavior

Study Officials

  • Halil İ Çakır, Asst. Prof. Dr.

    Recep Tayyip Erdogan University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Purpose
OTHER
Intervention Model
PARALLEL
Model Details: This study utilized an experimental research model from quantitative research models. The experimental model was implemented as a design including pre-test and post-test applications. Experimental research aims to test the effects of differences created by the researcher on the dependent variable. The main purpose of experimental design is to determine the cause-and-effect relationship between variables. In this design, groups were formed as experimental and control groups through random assignment. Accordingly, experimental and control groups were formed using the purposive sampling method in this study. The dependent variables of the research were considered as concentration, reaction, balance, and flexibility. The independent variables were determined as virtual reality training and traditional training. The study was conducted according to virtual reality and traditional training protocols prepared for 8 weeks.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
MSc

Study Record Dates

First Submitted

April 21, 2026

First Posted

May 5, 2026

Study Start

January 5, 2026

Primary Completion

January 15, 2026

Study Completion

April 1, 2026

Last Updated

May 5, 2026

Record last verified: 2026-04

Data Sharing

IPD Sharing
Will not share

Locations