Akdeniz University Faculty of Sports Sciences
Antalya, 07070, Turkey (Türkiye)
Location status: Recruiting
Location contact
Abdullah Kayhan
CONTACT
Tennur Yerlisu Lapa, PhD
PRINCIPAL_INVESTIGATOR
NCT Number: NCT07749196
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
Interested in participating?
Request Info24 year–60 year
All sexes
Interventional
Not applicable
Antalya, 07070, Turkey (Türkiye)
Location status: Recruiting
Abdullah Kayhan
CONTACT
Tennur Yerlisu Lapa, PhD
PRINCIPAL_INVESTIGATOR
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
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.
Time frame: During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention
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.
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
Positive and negative experience will be assessed using the 12-item Scale of Positive and Negative Experience (SPANE). The scale consists of six positive-experience items and six negative-experience items, each rated on a 5-point scale from 1 (never) to 5 (always). Separate scores will be calculated for the positive experience subscale (SPANE-P) and the negative experience subscale (SPANE-N). Each subscale score ranges from 6 to 30. Higher SPANE-P scores indicate greater positive experience, whereas higher SPANE-N scores indicate greater negative experience. The scale will be administered immediately before and immediately after each intervention, and pre- and post-intervention scores for both subscales will be compared across the three intervention conditions.
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
Flow state will be assessed using the nine-item state version of the Short Flow State Scale-2. The scale evaluates dimensions of the immediate flow experience, including challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience. Each item is rated on a 5-point scale from 1 (do not agree at all) to 5 (completely agree). Higher total scores indicate a more intense flow experience.
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
Exercise enjoyment will be assessed using the eight-item version of the Physical Activity Enjoyment Scale (PACES-8). The scale consists of eight bipolar items rated on 7-point response scales and evaluates how participants feel about the physical activity they have just completed. Higher total scores indicate greater exercise enjoyment.
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
Activity satisfaction will be assessed using the three-item Activity Satisfaction Scale. Each item is rated on a 7-point scale from 1 (strongly disagree) to 7 (completely agree). Higher scores indicate greater satisfaction with the exercise activity completed during the experimental session.
Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
Perceived system usability will be assessed using the 10-item System Usability Scale. Each item is rated on a 5-point scale from 1 (strongly disagree) to 5 (strongly agree). The scale evaluates participants' perceptions of the effectiveness, efficiency, ease of use, and overall usability of the virtual reality system. Higher scores indicate better perceived system usability.
Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
Virtual reality-related discomfort will be assessed using the nine-item Virtual Reality Discomfort Scale. The scale evaluates two dimensions of discomfort: oculomotor symptoms, such as eye strain and blurred vision, and disorientation symptoms, such as dizziness and nausea. Each item is rated on a 4-point scale from 0 (none) to 3 (severe). Higher scores indicate greater virtual reality-related discomfort.
Contact information is provided by the study sponsor or research team.
Akdeniz University
Other
Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
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