Medipol Universıty
Beykoz, Istanbul, 34810, Turkey (Türkiye)
NCT Number: NCT07192562
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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Notify Me30 year–60 year
All sexes
Interventional
Not applicable
Beykoz, Istanbul, 34810, Turkey (Türkiye)
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
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
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
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.
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 .
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.
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.
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.
Medipol University
Other
The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees
Acronym: VR-Exergame
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