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OpenTrials
Completed

NCT Number: NCT07192562

Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers

Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames.

This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16).

Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature.

Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.

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Key information

Age range

30 year–60 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Medipol Universıty

Beykoz, Istanbul, 34810, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Being between 30-60 years of age

Being employed as an academic or administrative employees member at a university

Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results

Not starting any regular physical activity programs during the study period

Having normal blood pressure and circulatory conditions

No conditions preventing the use of VR technology and games (e.g., severe motion sickness)

Voluntarily agreeing to participate in the study and providing written informed consent

Exclusion criteria

  • Pregnancy

Presence of neurological and/or psychological disorders

Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise

Presence of vestibular disorders

Treatment and study plan

Virtual Reality-Based Exercise Program

Behavioral

Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly.

Primary outcomes

  1. Postural Balance Performance

    Time frame: Baseline and 6 weeks post-intervention

    Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement .

  2. Cognitive Performance

    Time frame: Baseline and 6 weeks post-intervention

    Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance.

  3. Body Mass Index (BMI)

    Time frame: Baseline and 6 weeks post-intervention

    BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided.

  4. Change in Static Balance

    Time frame: Time Frame: Baseline and 6 weeks post-intervention

    Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero.

Sponsors and collaborators

Lead sponsor

Medipol University

Other

Registry information

Official study title

The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees

Acronym: VR-Exergame

Important dates

Study start
2024
Primary completion
2025
Study completion
2025
First posted
Sep 25, 2025
Registry last updated
Sep 25, 2025

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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