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VR Exercise Intervention in a Workplace Setting

Virtual Reality Fitness Program to Promote Active Lifestyle and Psychological Wellbeing

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06416839
Acronym
VRW
Enrollment
28
Registered
2024-05-16
Start date
2024-05-03
Completion date
2025-02-15
Last updated
2025-04-30

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Physical Inactivity, Psychological Well-Being, Work-Related Stress

Keywords

virtual reality, exercise, lifestyle factors

Brief summary

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.

Detailed description

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.

Interventions

BEHAVIORALVR exercise

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.

Sponsors

University of Mississippi Medical Center
CollaboratorOTHER
XRWorkout, Inc
Lead SponsorINDUSTRY

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 50 Years
Healthy volunteers
Yes

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)

Design outcomes

Primary

MeasureTime frameDescription
Physical Activity QuestionnaireWeeks 1, 3, 5, 7, and 9This 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.
World Health Organisation- Five Well-Being Index (WHO-5)Weeks 1, 3, 5, 7, and 9The 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.
Self-Efficacy for ExerciseWeek 1 and Week 9This 10 point scale is a self-report on 9 items of exercise self-efficacy. A higher score indicates greater self-efficacy.
36-Item Short Form Health Survey (SF-36)Week 1 and Week 9SF-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

MeasureTime frameDescription
Health and Work QuestionnaireWeeks 1, 3, 5, 7, and 9The 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.
Job Affect Well-being ScaleWeek 1 and Week 9The 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.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026