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OpenTrials
Completed

NCT Number: NCT06416839

VR Exercise Intervention in a Workplace Setting

This research study is designed to better understand how a virtual reality (VR) exercise application may influence overall physical activity and well-being. VR games can make exercise more enjoyable and interactive, which has been shown to increase engagement in physical activity. Adult participants will do a progressive exercise program and report on overall physical activity, health, and psychological wellbeing. The intervention is expected to have a positive impact on these lifestyle factors.

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Key information

Age range

18 year–50 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

University of Mississippi Medical Center

Jackson, Mississippi, 39056, United States

About this study

irtual Reality (VR) fitness applications are promising interventions to promote exercise in a home setting. Multiplayer fitness games for virtual reality platforms, addresses several common challenges associated with decreased exercise adherence such as social accountability, transportation, weather, gym memberships, and self-consciousness. This study aims to assess the impact of regular usage of a commercially available virtual reality fitness application on quality of life measures, including physical activity, health, and well-being. This study will enroll healthy participants, age 18- 50 years old, and they will be issued a Quest 2 virtual reality headset and given access to the virtual reality fitness application (VRWorkout - VRW). Participants will be asked to use VRW on a regular and progressive basis over a six-week period and to complete surveys about physical activity and wellbeing over a 9-week period. The activity completed within VRW is based on participant choice. A suggested progression schedule will be provided, but not enforced. This study of healthy working individuals, is foundational to assessing whether immersive fitness applications may be used as a lifestyle intervention to increase overall physical activity and well-being.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

-

Exclusion criteria

  • Individuals who have been advised by a healthcare provider that they should not participate in moderate to strenuous physical activity for any reason
  • Individuals with history of seizures with photosensitivity
  • Individuals with diagnosis of uncontrolled metabolic disorders
  • Current lice infestation
  • Current eye infection
  • Body Mass Index above 30 (obese)

Treatment and study plan

VR exercise

Behavioral

Participation in high intensity interval training delivered on a virtual reality headset over six-week period. Participants may exercise with others in the multiplayer mode and use any feature of the application.

Primary outcomes

  1. Physical Activity Questionnaire

    Time frame: Weeks 1, 3, 5, 7, and 9

    This measure assesses the types of intensity of physical activity and sitting time that people do as part of their daily lives are considered to estimate total physical activity in MET-min/week and time spent sitting. A higher score indicates more physical activity.

  2. World Health Organisation- Five Well-Being Index (WHO-5)

    Time frame: Weeks 1, 3, 5, 7, and 9

    The WHO-5 is a short, self-administered, and positively worded 6 point scale designed to measure the level of subjective well-being over the last two weeks. A higher score indicates better well-being.

  3. Self-Efficacy for Exercise

    Time frame: Week 1 and Week 9

    This 10 point scale is a self-report on 9 items of exercise self-efficacy. A higher score indicates greater self-efficacy.

  4. 36-Item Short Form Health Survey (SF-36)

    Time frame: Week 1 and Week 9

    SF-36 is a set of generic, coherent, and easily administered quality-of-life measures. Each of the 36 questions has a yes or no answer or a linear rating scale. These measures rely upon patient self-reporting and have been widely used. A higher score indicates better health.

Secondary outcomes

  1. Health and Work Questionnaire

    Time frame: Weeks 1, 3, 5, 7, and 9

    The Health and Work Questionnaire was developed to assess various aspects of productivity without completely relying on direct subjective estimation. It is a multidimensional measure of productivity. It consists of 24 questions, several of which were multi-part questions, comprising six subscales. High scores indicate greater productivity or health.

  2. Job Affect Well-being Scale

    Time frame: Week 1 and Week 9

    The Job-related Affective Well-being Scale (JAWS) is a scale designed to assess people's emotional reactions to their job. It asks them to indicate for each of 30 emotions (20 emotions in the short form) how often they have experienced them in the past 30 days. Higher scores indicate more positive affects related to work.

Sponsors and collaborators

Lead sponsor

XRWorkout, Inc

Industry

Collaborators

  • University of Mississippi Medical Center

Registry information

Official study title

Virtual Reality Fitness Program to Promote Active Lifestyle and Psychological Wellbeing

Acronym: VRW

Important dates

Study start
2024
Primary completion
2024
Study completion
2025
First posted
May 16, 2024
Registry last updated
Apr 30, 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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