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Effects of VR and MR Exergaming on Mood and Executive Function During Workplace Microbreaks

The Effects of Virtual and Mixed Reality Exergaming on Mood and Executive Functioning During Micro Breaks at Work: A Randomized Crossover Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06889597
Enrollment
28
Registered
2025-03-21
Start date
2025-03-10
Completion date
2025-06-11
Last updated
2025-09-17

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

Conditions

Active Video Games (AVG), Executive Function (Cognition), Exergame, Mood State

Brief summary

This study aims to evaluate the effects of virtual reality (VR) and mixed reality (MR) exergaming interventions during workplace microbreaks on mood and executive functions. A crossover experimental design will be implemented with desk-based administrative employees. Participants will be randomly assigned to three conditions: VR exergaming, MR exergaming, and passive rest. Executive functions will be assessed using the PEBL Victoria Stroop Test, and mood state will be evaluated with the Positive Affect Subscale of PANAS (PA-PANAS). Secondary measures include heart rate, perceived exertion, and exercise adherence intention.The study will address the following research questions: How do VR and MR exergames influence executive functions compared to passive rest? How do VR and MR exergames affect mood states in workers compared to passive rest? How do VR and MR exergames compare in terms of heart rate response and perceived exertion during workplace microbreaks? How do VR and MR exergames impact exercise enjoyment and the intention to continue exergaming?

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.

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

* Aged 18 years and older * No regular physical exercise in the last three months (less than three days per week, less than 30 minutes per session) * No prior experience with VR/MR technologies * No history of neurological or cardiovascular disorders * No epilepsy, vertigo, or inner ear conditions * No use of medications affecting the central nervous system * Low or moderate physical activity levels, as assessed by the International Physical Activity Questionnaire (IPAQ) * Cleared for physical activity based on the Physical Activity Readiness Questionnaire (PAR-Q)

Exclusion criteria

* High physical activity levels as indicated by the IPAQ * Not meeting the safety criteria for physical activity according to the PAR-Q * Individuals experiencing dizziness, nausea, or discomfort while using VR/MR * Vision impairments that prevent the use of VR/MR headsets * Pregnant individuals

Design outcomes

Primary

MeasureTime frameDescription
Executive FunctionsBaseline and immediately post-intervention (within 5 minutes after the sessionExecutive functions will be assessed using the PEBL Victoria Stroop Test. This test evaluates cognitive control, reaction time, and error rates in different experimental conditions. To eliminate learning effects, each participant will complete two practice trials before the experimental session. The test consists of three phases (1. Neutral words (words without color conflict), 2. Congruent words (words where the meaning matches the text color), 3.Incongruent words (words where the meaning differs from the text color). Participants will be instructed to identify the color of the word as quickly and accurately as possible. Reaction times (in milliseconds) and error rates will be recorded.
Mood StateBaseline and immediately post-intervention (within 5 minutes after the session)Participants' mood states will be assessed using the Positive Affect subscale of the Positive and Negative Affect Schedule (PANAS). PANAS is a widely used self-report instrument designed to measure two distinct dimensions of affective states: Positive Affect (PA) and Negative Affect (NA). However, in this study, only the PA subscale will be utilized. This decision is based on the study's focus on the short-term affective benefits of VR and MR exercise, as physical activity is predominantly linked to improvements in positive emotions rather than significant reductions in negative affect. Additionally, since negative emotions may not exhibit substantial changes in a single-session exercise context, analyzing only positive affect provides a clearer understanding of the intervention's psychological benefits.

Secondary

MeasureTime frameDescription
Heart RateBaseline and during interventionHeart rate will be measured using a Polar H10 chest strap sensor at two time points: pre-exercise and during the session. All HR data will be recorded in real time via the Polar Flow application. The HR measurements will be used to assess the physiological load of the exercise and compare differences across conditions.
Perceived ExertionBaseline and immediately post-intervention (within 5 minutes after the session)Subjective physical exertion will be evaluated using the Borg Rating of Perceived Exertion (RPE) Scale (6-20) before and after each session. This scale measures subjective physical effort perception and is widely used for assessing exercise intensity.
Intention to ContinueImmediately post-intervention (within 5 minutes after the session)Participants' intention to engage in VR and MR-based exercise in the future will be measured using a 7-point Likert scale (1 = Not at all likely, 7 = Definitely will repeat). Higher scores indicate a stronger intention to continue using VR/MR-based exercise programs in the future. This outcome will help determine the long-term engagement potential of immersive exercise formats.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 23, 2026