NCT07749196

Brief Summary

The goal of this trial is to learn how different exercise formats used during workplace breaks affect the immediate physical and emotional responses of office employees. It will also examine participants' leisure experience and the usability of virtual reality exercise. The main questions it aims to answer are:

  • Do gamified virtual reality exercise, instructor-led virtual reality exercise, and traditional video exercise produce different changes in heart rate and perceived effort?
  • Do these exercise formats produce different changes in how pleasant or unpleasant and how activated participants feel?
  • Do the exercise formats differ in positive and negative experiences, flow, exercise enjoyment, and satisfaction with the activity?
  • Do the two virtual reality formats differ in system usability and virtual reality-related discomfort? Researchers will compare the three exercise formats to identify differences in participants' immediate responses and experiences. Participants will:
  • Complete three 10-minute exercise sessions on separate days and in a randomly assigned order
  • Take part in a gamified virtual reality boxing session, an instructor-led virtual reality exercise session, and a traditional video exercise session
  • Wear a heart rate monitor and complete brief questionnaires before and after the sessions

Trial Health

77
On Track

Trial Health Score

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

Enrollment
40

participants targeted

Target at P25-P50 for not_applicable

Timeline
5mo left

Started Jul 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Progress6%
Jul 2026Dec 2026

Study Start

First participant enrolled

July 29, 2026

Completed
3 days until next milestone

First Submitted

Initial submission to the registry

August 1, 2026

Completed
5 days until next milestone

First Posted

Study publicly available on registry

August 6, 2026

Completed
5 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 30, 2026

Expected
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 30, 2026

Last Updated

August 6, 2026

Status Verified

August 1, 2026

Enrollment Period

5 months

First QC Date

August 1, 2026

Last Update Submit

August 1, 2026

Conditions

Outcome Measures

Primary Outcomes (4)

  • Resting and Mean Exercise Heart Rate

    Heart rate will be continuously recorded in beats per minute (bpm) using a Polar H10 chest-strap sensor. For each experimental condition, resting heart rate will be defined as the mean heart rate recorded during the 3-minute rest period immediately before the intervention. Mean exercise heart rate will be defined as the mean heart rate recorded throughout the 10-minute exercise session. The effects of the intervention conditions on heart rate will be evaluated by comparing resting and mean exercise heart rate values across the gamified virtual reality exergaming, serious virtual reality exergaming, and traditional video exercise conditions.

    During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention

  • Change in Rating of Perceived Exertion

    Perceived exertion will be assessed using the Borg Rating of Perceived Exertion Scale, which ranges from 6 (no exertion or very, very light exertion) to 20 (maximal exertion). The outcome will be saved as the post-intervention score and the pre-intervention score for each condition. A higher positive value indicates a greater increase in perceived exertion.

    Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  • Change in Affective Valence Assessed With the Feeling Scale

    Affective valence will be assessed using the single-item Feeling Scale, which ranges from -5 (very bad) to +5 (very good). The outcome will be saved as the post-intervention score and the pre-intervention score for each condition. A higher positive value indicates a more favorable change in how the participant feels.

    Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  • Change in Felt Arousal Assessed With the Felt Arousal Scale

    Felt arousal will be assessed using the single-item Felt Arousal Scale, which ranges from 1 (low arousal) to 6 (high arousal). The outcome will be saved as the post-intervention score and the pre-intervention score for each condition. A higher positive value indicates a greater increase in felt arousal.

    Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

Secondary Outcomes (6)

  • Positive and Negative Experience

    Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  • Flow State

    Immediately after each 10-minute intervention during each of the three experimental sessions

  • Exercise Enjoyment

    Immediately after each 10-minute intervention during each of the three experimental sessions

  • Activity Satisfaction

    Immediately after each 10-minute intervention during each of the three experimental sessions

  • System Usability

    Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE

  • +1 more secondary outcomes

Study Arms (6)

Sequence 1: GVRE-SVRE-TVE

EXPERIMENTAL

Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Sequence 2: SVRE-TVE-GVRE

EXPERIMENTAL

Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Sequence 3: TVE-GVRE-SVRE

EXPERIMENTAL

Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Sequence 4: GVRE-TVE-SVRE

EXPERIMENTAL

Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Sequence 5: TVE-SVRE-GVRE

EXPERIMENTAL

Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Sequence 6: SVRE-GVRE-TVE

EXPERIMENTAL

Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.

Behavioral: Gamified Virtual Reality Exergaming (GVRE)Behavioral: Serious Virtual Reality Exergaming (SVRE)Behavioral: Traditional Video Exercise (TVE)

Interventions

Participants will complete one 10-minute gamified virtual reality exergaming session using the FitXR BOX mode, a Meta Quest 3 headset, and handheld controllers. Participants will perform boxing-based whole-body movements involving virtual targets. The intervention includes game-related elements such as scoring, pacing, performance tracking, and real-time visual and auditory feedback.

Sequence 1: GVRE-SVRE-TVESequence 2: SVRE-TVE-GVRESequence 3: TVE-GVRE-SVRESequence 4: GVRE-TVE-SVRESequence 5: TVE-SVRE-GVRESequence 6: SVRE-GVRE-TVE

Participants will complete one 10-minute serious virtual reality exergaming session using the FitXR SCULPT mode and a Meta Quest 3 headset. Participants will follow structured whole-body exercise movements demonstrated by a virtual instructor. The condition emphasizes movement guidance and exercise performance and contains minimal game-related elements.

Sequence 1: GVRE-SVRE-TVESequence 2: SVRE-TVE-GVRESequence 3: TVE-GVRE-SVRESequence 4: GVRE-TVE-SVRESequence 5: TVE-SVRE-GVRESequence 6: SVRE-GVRE-TVE

Participants will complete one 10-minute video-based exercise session. Participants will follow an instructor displayed on a two-dimensional screen without using a virtual reality headset. The exercise content will correspond to the serious virtual reality exergaming condition but will not include virtual reality interaction or game-related elements. This intervention will serve as the active comparison condition.

Sequence 1: GVRE-SVRE-TVESequence 2: SVRE-TVE-GVRESequence 3: TVE-GVRE-SVRESequence 4: GVRE-TVE-SVRESequence 5: TVE-SVRE-GVRESequence 6: SVRE-GVRE-TVE

Eligibility Criteria

Age24 Years - 60 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Aged between 24 and 60 years
  • Being a healthy adult employed full-time in an administrative office-based position at Akdeniz University
  • Having worked full-time in the current administrative unit for at least one year
  • Having a low or moderate physical activity level according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF)
  • Not engaging in regular exercise
  • Having no health condition that contraindicates participation in physical activity according to the Physical Activity Readiness Questionnaire (PAR-Q)
  • Not having regularly used active virtual reality technologies within the previous six months

You may not qualify if:

  • A history of epilepsy, migraine, vertigo, or vestibular disorder
  • A history of dizziness, nausea, or similar discomfort during virtual reality exposure
  • Current use of antidepressants or medications that affect the central nervous system
  • A history of neurological, cardiovascular, or orthopedic disease, except for controlled hypertension
  • Pregnancy
  • Presence of a visual or hearing impairment

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Akdeniz University Faculty of Sports Sciences

Antalya, Antalya, 07070, Turkey (Türkiye)

RECRUITING

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
BASIC SCIENCE
Intervention Model
CROSSOVER
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Research Assistant

Study Record Dates

First Submitted

August 1, 2026

First Posted

August 6, 2026

Study Start

July 29, 2026

Primary Completion (Estimated)

December 30, 2026

Study Completion (Estimated)

December 30, 2026

Last Updated

August 6, 2026

Record last verified: 2026-08

Data Sharing

IPD Sharing
Will not share

Locations