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Completed

NCT Number: NCT07567144

Effects of Virtual Reality and Traditional Exercise on Cognitive and Physical Performance in Sedentary Adults

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.

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Key information

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Recep Tayyip Erdogan University

Rize, 53100, Turkey (Türkiye)

About this study

Physical inactivity is a major public health concern associated with increased risk of chronic diseases and decreased cognitive functioning. Sedentary behavior, particularly among young adults and university students, negatively affects both physiological parameters such as flexibility and balance, and cognitive functions such as attention and reaction time. Therefore, identifying effective and engaging exercise interventions is essential.

Virtual reality (VR)-based exercise has gained attention as a novel training modality that integrates physical movement with cognitive stimulation through immersive environments. Unlike traditional exercise, VR-based programs may enhance motivation, adherence, and cognitive engagement, potentially leading to greater improvements in both physical and mental performance.

This study was designed as a randomized controlled experimental trial with a pre-test-post-test design. Participants were sedentary individuals aged 18 years and older who did not engage in regular physical activity and had no significant health problems. A total of 33 participants were randomly assigned into three groups: VR training group (n=11), traditional training group (n=11), and control group (n=11).

The intervention lasted 8 weeks, with exercise sessions performed three times per week. Each session lasted approximately 25-30 minutes and included warm-up and cool-down periods. The VR group performed exercises using VR applications via a head-mounted display system, while the traditional group performed the same exercises in a real-world environment under supervision. The control group did not participate in any structured exercise program.

Outcome measures included:

Concentration (measured via EEG-based NeuroSky device), Reaction time (hand and foot, measured using a light-based reaction system), Balance (assessed with a balance disc), Flexibility (evaluated using the sit-and-reach test).

All measurements were conducted before and after the intervention under standardized conditions. Data were analyzed using parametric statistical methods, including paired-samples t-tests and one-way ANOVA, following confirmation of normal distribution and homogeneity of variances.

The study aimed to determine whether VR-based exercise provides superior or additional benefits compared to traditional exercise in improving cognitive-motor performance and physical fitness parameters. The findings are expected to support the development of innovative exercise strategies to combat sedentary lifestyles and improve overall health outcomes.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • 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.

Exclusion criteria

-

Treatment and study plan

Virtual Reality Exercise Training

Other

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.

Other names: VR Training

Traditional Exercise Training

Other

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.

Other names: Traditional Training

Primary outcomes

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

    Time frame: After 8 weeks of exercise intervention

    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.

Secondary outcomes

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

    Time frame: After 8 weeks of exercise intervention

    Reaction time will be measured using an 8-module light-based reaction system. The average response time (milliseconds) across trials will be calculated for both hand and foot responses. The outcome will be reported as change from baseline.

  2. Change in Balance Performance Assessed by Togu Challenge Disc

    Time frame: After 8 weeks of exercise intervention

    Balance will be evaluated using a stability index scored on a 1-5 scale (1 = very good, 5 = very poor). The best performance score will be recorded and analyzed as change from baseline.

  3. Change in Flexibility Measured by Sit-and-Reach Test

    Time frame: After 8 weeks of exercise intervention

    Flexibility will be assessed using a sit-and-reach bench. The maximum reach distance (cm) will be recorded. The outcome will be expressed as change from baseline.

Sponsors and collaborators

Lead sponsor

Recep Tayyip Erdogan University

Other

Registry information

Official study title

A Comparison of Virtual Reality and Traditional Exercise Methods in Terms of Certain Physiological and Psychological Parameters

Acronym: VR-TRAD-EX

Important dates

Study start
2026
Primary completion
2026
Study completion
2026
First posted
May 5, 2026
Registry last updated
May 5, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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