Sedentary Behaviors, Physical Inactivity
Conditions
Keywords
Sedentary Behavior, Physical Inactivity, Cognitive Function, Motor Performance
Brief summary
This study aimed to compare the effects of virtual reality (VR)-based exercise and traditional exercise methods on selected physiological and cognitive parameters in sedentary individuals. Sedentary lifestyles are increasingly associated with reduced physical fitness and impaired cognitive performance, including decreased concentration, slower reaction time, and reduced flexibility. While traditional exercise programs are effective, their long-term adherence may be limited due to low motivation. Virtual reality-based exercise has emerged as an innovative approach that combines physical activity with interactive and engaging environments, potentially enhancing both motivation and cognitive engagement. Therefore, this study investigated whether VR-based exercise provides additional benefits compared to traditional exercise. A total of 33 sedentary adults were randomly assigned to three groups: a VR exercise group, a traditional exercise group, and a control group. The intervention groups participated in structured exercise programs three times per week for eight weeks, while the control group maintained their usual lifestyle without exercise intervention. Outcome measures included concentration, reaction time (hand and foot), balance, and flexibility, assessed before and after the intervention. The findings of this study are expected to contribute to understanding whether VR-based exercise can be used as an effective alternative to traditional exercise methods for improving both cognitive and physical performance in sedentary populations.
Detailed description
Physical inactivity is a major public health concern associated with increased risk of chronic diseases and decreased cognitive functioning. Sedentary behavior, particularly among young adults and university students, negatively affects both physiological parameters such as flexibility and balance, and cognitive functions such as attention and reaction time. Therefore, identifying effective and engaging exercise interventions is essential. Virtual reality (VR)-based exercise has gained attention as a novel training modality that integrates physical movement with cognitive stimulation through immersive environments. Unlike traditional exercise, VR-based programs may enhance motivation, adherence, and cognitive engagement, potentially leading to greater improvements in both physical and mental performance. This study was designed as a randomized controlled experimental trial with a pre-test-post-test design. Participants were sedentary individuals aged 18 years and older who did not engage in regular physical activity and had no significant health problems. A total of 33 participants were randomly assigned into three groups: VR training group (n=11), traditional training group (n=11), and control group (n=11). The intervention lasted 8 weeks, with exercise sessions performed three times per week. Each session lasted approximately 25-30 minutes and included warm-up and cool-down periods. The VR group performed exercises using VR applications via a head-mounted display system, while the traditional group performed the same exercises in a real-world environment under supervision. The control group did not participate in any structured exercise program. Outcome measures included: Concentration (measured via EEG-based NeuroSky device), Reaction time (hand and foot, measured using a light-based reaction system), Balance (assessed with a balance disc), Flexibility (evaluated using the sit-and-reach test). All measurements were conducted before and after the intervention under standardized conditions. Data were analyzed using parametric statistical methods, including paired-samples t-tests and one-way ANOVA, following confirmation of normal distribution and homogeneity of variances. The study aimed to determine whether VR-based exercise provides superior or additional benefits compared to traditional exercise in improving cognitive-motor performance and physical fitness parameters. The findings are expected to support the development of innovative exercise strategies to combat sedentary lifestyles and improve overall health outcomes.
Interventions
Participants in this intervention arm completed a structured virtual reality-based exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). Training sessions were performed using an Oculus 3 virtual reality headset and included interactive exercise modules delivered through VR applications (FitXR, Holofit, PowerBeats VR, and similar platforms). Each session consisted of standardized warm-up exercises, main training tasks targeting aerobic capacity, balance, reaction time, and flexibility, and a cool-down period. All sessions were conducted under controlled laboratory conditions with standardized environmental settings.
Participants in this intervention arm completed a structured traditional exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). The training protocol consisted of the same exercise components as the VR group, including aerobic, strength, balance, and flexibility exercises, but performed in a real-world environment without virtual reality technology. Each session included standardized warm-up exercises, main exercise sets (such as squats, lunges, jumping, reaction drills, balance tasks, and flexibility exercises), and a cool-down period. All sessions were supervised and conducted under controlled laboratory conditions with standardized environmental settings.
Sponsors
Study design
Intervention model description
This study utilized an experimental research model from quantitative research models. The experimental model was implemented as a design including pre-test and post-test applications. Experimental research aims to test the effects of differences created by the researcher on the dependent variable. The main purpose of experimental design is to determine the cause-and-effect relationship between variables. In this design, groups were formed as experimental and control groups through random assignment. Accordingly, experimental and control groups were formed using the purposive sampling method in this study. The dependent variables of the research were considered as concentration, reaction, balance, and flexibility. The independent variables were determined as virtual reality training and traditional training. The study was conducted according to virtual reality and traditional training protocols prepared for 8 weeks.
Eligibility
Inclusion criteria
* Participants were selected from among individuals aged 18 and over who had not experienced any serious physical or psychological problems in the past 6 months, did not exercise regularly, did not regularly use alcohol or tobacco, and volunteered for the program.
Exclusion criteria
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Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor) | After 8 weeks of exercise intervention | Concentration performance will be assessed using an EEG-based NeuroSky Mobile Brainwave Sensor. Participants will be asked to focus on a fixed object for 3 minutes, and attention levels will be recorded. The outcome will be expressed as the change in concentration score from baseline to post-intervention. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Change in Reaction Time (Hand and Foot) Measured by Light Trainer System | After 8 weeks of exercise intervention | Reaction time will be measured using an 8-module light-based reaction system. The average response time (milliseconds) across trials will be calculated for both hand and foot responses. The outcome will be reported as change from baseline. |
| Change in Balance Performance Assessed by Togu Challenge Disc | After 8 weeks of exercise intervention | Balance will be evaluated using a stability index scored on a 1-5 scale (1 = very good, 5 = very poor). The best performance score will be recorded and analyzed as change from baseline. |
| Change in Flexibility Measured by Sit-and-Reach Test | After 8 weeks of exercise intervention | Flexibility will be assessed using a sit-and-reach bench. The maximum reach distance (cm) will be recorded. The outcome will be expressed as change from baseline. |
Countries
Turkey (Türkiye)
Contacts
Recep Tayyip Erdogan University