Virtual Reality Exergaming During Work Breaks in Office Employees
Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
2 other identifiers
interventional
40
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jul 2026
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
July 29, 2026
CompletedFirst Submitted
Initial submission to the registry
August 1, 2026
CompletedFirst Posted
Study publicly available on registry
August 6, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 30, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
December 30, 2026
August 6, 2026
August 1, 2026
5 months
August 1, 2026
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
EXPERIMENTALParticipants 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.
Sequence 2: SVRE-TVE-GVRE
EXPERIMENTALParticipants 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.
Sequence 3: TVE-GVRE-SVRE
EXPERIMENTALParticipants 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.
Sequence 4: GVRE-TVE-SVRE
EXPERIMENTALParticipants 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.
Sequence 5: TVE-SVRE-GVRE
EXPERIMENTALParticipants 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.
Sequence 6: SVRE-GVRE-TVE
EXPERIMENTALParticipants 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.
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.
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.
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.
Eligibility Criteria
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)
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