Virtual Reality Therapy
Conditions
Keywords
Sedentary Lifestyle, Virtual Reality Exercise, Exergames, Balance, Cognitive Function
Brief summary
Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames. This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (\<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16). Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the Meta Quest 2 headset. Two exergames, Beat Saber and PowerBeatsVR, were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature. Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.
Interventions
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the Meta Quest 2 headset. Two exergames, Beat Saber and PowerBeatsVR, were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly.
Sponsors
Study design
Masking description
Outcome assessments were performed by evaluators who were blinded to group allocation, ensuring a single-blinded study design.
Intervention model description
This was a two-arm, parallel-group, randomized controlled trial. Participants were randomly assigned in a 1:1 ratio to either the VR Exercise Group or the Control Group. The VR group received a 6-week virtual reality-based exercise intervention (two sessions per week, \ 30-35 minutes each), while the Control group continued their usual daily routines without structured exercise.
Eligibility
Inclusion criteria
* Being between 30-60 years of age Being employed as an academic or administrative employees member at a university Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results Not starting any regular physical activity programs during the study period Having normal blood pressure and circulatory conditions No conditions preventing the use of VR technology and games (e.g., severe motion sickness) Voluntarily agreeing to participate in the study and providing written informed consent
Exclusion criteria
* Pregnancy Presence of neurological and/or psychological disorders Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise Presence of vestibular disorders
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Postural Balance Performance | Baseline and 6 weeks post-intervention | Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement . |
| Cognitive Performance | Baseline and 6 weeks post-intervention | Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance. |
| Body Mass Index (BMI) | Baseline and 6 weeks post-intervention | BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided. |
| Change in Static Balance | Time Frame: Baseline and 6 weeks post-intervention | Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero. |
Countries
Turkey (Türkiye)