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Affective and Physiological Outcomes of Virtual and Mixed Reality Workplace Exergames

Acute Physiological and Psychological Responses to Virtual and Mixed Reality Exergaming During Workplace Breaks: An Exploratory Crossover Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06830772
Enrollment
33
Registered
2025-02-17
Start date
2025-02-26
Completion date
2025-04-11
Last updated
2025-04-25

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

Conditions

Active Video Games (AVG), Exergame, Mood Changes, Virtual Reality

Keywords

exergame, active video game, virtual exergame

Brief summary

The aim of this study was to compare the acute effects of virtual reality (VR) and mixed reality (MR) based exergame practices on physical and psychological health indicators during micro-breaks among university administrative staff. The main research questions aimed to be answered are: 1. How does VR exergame and MR exergame affect physical health indicators such as heart rate and perceived exertion in university administrative staff? 2. How does MR exergame with VR exergame affect the mood of university administrative staff? 3. How does MR exergame with VR exergame affect the enjoyment of exercise and gaming experience of university administrative staff? Researchers will compare passive rest with VR Exergame and MR exergame to see if VR and MR sessions improve physical and psychological outcomes compared to passive rest. Participants will: Sit quietly in a designated room for 5 minutes without engaging in any physical activity. Avoid talking, using mobile devices, or interacting with others during the rest session to ensure consistent conditions for all participants.

Detailed description

Using a randomized crossover design, participants will experience three different conditions: VR-based exergames, MR-based exergames, and passive rest. Each condition will be performed on separate days, with a minimum of 48 hours between sessions to prevent carryover effects. The primary outcomes will include mood states, heart rate, and perceived exertion. These measures will help assess the immediate physical and psychological responses to the interventions. The secondary outcomes will focus on exercise enjoyment and overall gaming experience, evaluating the subjective experience and engagement levels during VR and MR exergaming sessions. The intervention will be delivered through PowerBeatsVR, a rhythm-based exergame that requires physical movements such as dodging obstacles and throwing punches. VR and MR modes will be compared to determine their effectiveness in promoting physical activity and improving mood during short breaks in a workplace setting. The passive rest condition will serve as a baseline for comparison. This study addresses the growing interest in workplace wellness strategies by exploring the potential of VR and MR exergames in reducing sedentary behavior and enhancing mental well-being in work environments.

Interventions

OTHERExperimental

Virtual Reality Exergame (VR) Participants will engage in a 5-minute fully immersive Virtual Reality (VR) exergame session using the PowerBeatsVR application. This intervention takes place in a virtual environment where participants perform rhythm-based physical activities such as punching targets and dodging obstacles. The VR session isolates participants from their real-world surroundings, offering a highly immersive experience designed to promote physical activity and assess its physiological and psychological effects.

OTHERActive comparator

Mixed Reality Exergame (MR) Participants will engage in a 5-minute Mixed Reality (MR) exergame session using PowerBeatsVR in MR mode. Unlike VR, this intervention integrates virtual elements into the real-world environment, allowing participants to maintain awareness of their physical surroundings while interacting with digital content. This hybrid experience reduces the risk of cybersickness while providing a practical approach for workplace settings.

Sponsors

Akdeniz University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* 18 years and over * Being suitable for physical activity according to PAR-Q test * Not exercising for 30 minutes 3 days a week * Not having used VR/MR technologies before

Exclusion criteria

* People with epilepsy, vertigo or neurological diseases * Use of antidepressants or similar medication * Individuals with high Physical Activity Level (IPAQ)

Design outcomes

Primary

MeasureTime frameDescription
Mood StateBaseline and immediately post-intervention (within 5 minutes after the session)Participants' mood states will be assessed before and after each session using the Brunel Mood Scale (BRUMS). The scale consists of 24 items and 6 subscales rated on a 5-point Likert scale (0 = Not at all, 4 = Extremely).
Heart RateBaseline, during intervention, and immediately post-intervention (within 5 minutes after the session)Heart rate will be measured using a POLAR H20 heart rate monitor at baseline, during the session, and immediately post-intervention. Data will be recorded in real time through the Polar Flow application to assess physical activity intensity.
Perceived ExertionBaseline and immediately post-intervention (within 5 minutes after the session)Perceived exertion will be evaluated using the Borg Rating of Perceived Exertion (RPE) Scale (6-20) after each session. This scale measures subjective physical effort perception and is widely used for assessing exercise intensity.

Secondary

MeasureTime frameDescription
Exercise EnjoymentImmediately post-intervention (within 5 minutes after the session)Exercise enjoyment will be assessed using the Physical Activity Enjoyment Scale (PACES). The short form of the scale consists of 5 items rated on a 7-point bipolar Likert scale. Higher scores indicate greater enjoyment of the physical activity experience.
Game Experience (Dominance and Absorption)Immediately post-intervention (within 5 minutes after the session)The gaming experience will be evaluated using the Gameful Experience Scale (GAMEX), focusing on the subscales of Dominance and Absorption. These subscales measure the participant's sense of control and engagement during the gaming session, with responses rated on a 5-point Likert scale.

Countries

Turkey (Türkiye)

Outcome results

None listed

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