🇮🇪Ireland
16°C Partly Cloudy · Dublin
Live Updates
--:--:-- IST
Contributor sign in
Latest
Clinical Trials in Turkey / NCT07749196
Active, not recruiting Not applicable

Virtual Reality Exergaming During Work Breaks in Office Employees

NCT07749196 · tracked via the Priya Life Science Turkey tracker
Phase
Not applicable
Started
2026-07-29
Last updated
2026-09-14

Condition(s) studied

ExergamingVirtual Reality Physical ActivityWorkplace Exercise

Investigational drug(s) / intervention(s)

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

Gamified Virtual Reality Exergaming (GVRE): 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.

Serious Virtual Reality Exergaming (SVRE): 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.

Traditional Video Exercise (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.

Study 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

Eligibility

Sex
ALL
Min age
24 Years
Max age
60 Years
Healthy volunteers
Accepted
Inclusion Criteria: * 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 Exclusion Criteria: * 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

Primary outcome measure(s)

Trial sites (1)

FacilityCityRegionStatus
Akdeniz University Faculty of Sports Sciences Antalya Antalya

More Akdeniz University trials in Turkey

Other trials for the same condition

Official registry record

This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.

View NCT07749196 on ClinicalTrials.gov ↗ ← All trials in Turkey