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Virtual Reality Exercise for Young Adults at Risk of Digital Gaming Addiction

Development and Preliminary Clinical Evaluation of a Physiological Biofeedback-Integrated Virtual Reality-Based Exercise Intervention for Young Adults at Risk of Digital Gaming Addiction

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07718763
Acronym
VR-GAME
Enrollment
34
Registered
2026-07-22
Start date
2026-09-25
Completion date
2027-09-25
Last updated
2026-07-22

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

Conditions

Internet Gaming Disorder

Keywords

Virtual Reality, Physiological Biofeedback, Exercise, Digital Gaming Addiction

Brief summary

Digital game addiction is associated with reduced physical activity, increased sedentary behavior, and adverse physical and psychosocial health outcomes in young adults. This study aims to develop and evaluate the effectiveness of a physiological biofeedback-integrated virtual reality (VR)-based exercise intervention for young adults at risk of digital gaming addiction. In this prospective, single-blind, randomized controlled trial, participants will be randomly assigned to either a VR-based aerobic exercise group or a traditional aerobic exercise group. Both groups will participate in supervised exercise sessions twice weekly for 8 weeks. The primary outcome is physical activity level, while secondary outcomes include functional capacity, muscle strength, physiological responses during exercise, digital gaming addiction severity, exercise enjoyment, and intervention usability.

Detailed description

Digital game addiction is an emerging public health concern, particularly among young adults, and is associated with reduced physical activity, prolonged sedentary behavior, and adverse physical and psychosocial health outcomes. Innovative and engaging interventions are needed to promote physical activity in this population. Virtual reality (VR)-based exercise provides an immersive and motivating environment that may improve participation and adherence to exercise programs. Integrating physiological biofeedback into VR exercise may further optimize exercise intensity while enhancing safety and effectiveness. This study aims to develop and conduct a preliminary clinical evaluation of a physiological biofeedback-integrated VR-based exercise intervention for young adults at risk of digital gaming addiction. The study is designed as a prospective, single-blind (outcome assessor), randomized controlled trial. Eligible participants will be randomly assigned to either a VR-based aerobic exercise group or a traditional aerobic exercise group. Both groups will participate in supervised exercise sessions twice weekly for 8 weeks, with each session lasting approximately 30 minutes. In the VR group, exercise intensity will be individualized using heart rate-based physiological biofeedback while participants perform immersive and interactive aerobic exercise under the supervision of a physiotherapist. Participants in the traditional exercise group will receive a structured aerobic exercise program matched for exercise intensity and duration. The primary outcome is physical activity level. Secondary outcomes include functional capacity, muscle strength, physiological responses during exercise, digital gaming addiction severity, exercise enjoyment, and intervention usability. Outcomes will be assessed at baseline and after completion of the intervention using validated assessment tools. The findings of this study are expected to provide preliminary evidence regarding the feasibility and clinical effectiveness of physiological biofeedback-integrated VR-based exercise for young adults at risk of digital gaming addiction and contribute to the development of technology-assisted exercise interventions for this population.

Interventions

Participants will perform a supervised structured aerobic exercise program twice weekly for 8 weeks. Exercise intensity will be individualized according to target heart rate and progressively adjusted throughout the intervention.

Participants will perform supervised aerobic exercise in an immersive virtual reality environment twice weekly for 8 weeks. Exercise intensity will be individualized using heart rate-based physiological biofeedback and progressively adjusted according to participants' physiological responses.

Sponsors

Istanbul Nisantasi University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Masking description

This is a single-blind study. Outcome assessments will be performed by an assessor who is blinded to group allocation. Due to the nature of the interventions, participants and treating physiotherapists cannot be blinded.

Intervention model description

Participants will be randomly assigned to one of two parallel groups: a virtual reality-based aerobic exercise group or a traditional aerobic exercise group. Both groups will receive supervised aerobic exercise twice weekly for 8 weeks. Exercise intensity in the virtual reality group will be individualized using heart rate-based physiological biofeedback.

Eligibility

Sex/Gender
ALL
Age
18 Years to 25 Years
Healthy volunteers
Yes

Inclusion criteria

* Young adults within the eligible age range specified in the study protocol. * Currently enrolled as a university student. * Playing online digital games for at least 2 hours per day. * Internet Gaming Disorder Scale-Short Form (IGDS9-SF) score ≥32. * Apparently healthy with no diagnosed chronic disease. * Able to participate in moderate-intensity aerobic exercise. * Willing to provide written informed consent.

Exclusion criteria

* Presence of cardiovascular, respiratory, neurological, musculoskeletal, or other medical conditions that may interfere with safe participation in exercise. * Use of medications that may affect exercise performance or physiological responses. * History of injury or surgery within the previous 6 months that may limit physical activity. * Contraindications to aerobic exercise or virtual reality use. * Inability to complete the study procedures or refusal to provide informed consent.

Design outcomes

Primary

MeasureTime frameDescription
Physical Activity LevelBaseline and Week 8Physical activity level will be assessed using the International Physical Activity Questionnaire-Short Form (IPAQ-SF). The primary outcome will be the total physical activity score expressed as metabolic equivalent minutes per week (MET-min/week).

Secondary

MeasureTime frameDescription
Functional CapacityBaseline and Week 8Functional capacity will be assessed using the 6-Minute Walk Test (6MWT). The total walking distance (meters) covered in six minutes will be recorded
Shoulder Abductor Muscle StrengthBaseline and Week 8Maximum isometric strength of the dominant shoulder abductors will be measured using a handheld dynamometer. The highest value of three trials will be recorded in Newtons (N).
Knee Extensor Muscle StrengthBaseline and Week 8Maximum isometric strength of the dominant knee extensors will be measured using a handheld dynamometer. The highest value of three trials will be recorded in Newtons (N).
Mean Heart Rate During ExerciseDuring each exercise session throughout the 8-week interventionMean heart rate during each exercise session will be recorded using a Polar H10 heart rate monitor.
Maximum Heart Rate During ExerciseDuring each exercise session throughout the 8-week interventionMaximum heart rate achieved during each exercise session will be recorded using a Polar H10 heart rate monitor.
Percentage of Heart Rate ReserveDuring each exercise session throughout the 8-week interventionExercise intensity will be expressed as percentage of heart rate reserve (%HRR) calculated during each exercise session.
Time Spent in Target Heart Rate ZoneDuring each exercise session throughout the 8-week interventionThe percentage of exercise time spent within the prescribed target heart rate zone will be recorded during each exercise session.
Digital Gaming Addiction SeverityBaseline and Week 8Digital gaming addiction severity will be assessed using the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Higher scores indicate greater digital gaming addiction severity.
Exercise EnjoymentWeek 8Exercise enjoyment will be assessed using the Physical Activity Enjoyment Scale (PACES). Higher scores indicate greater enjoyment of physical activity.
Intervention UsabilityWeek 8Intervention usability will be assessed using the System Usability Scale (SUS). Scores range from 0 to 100, with higher scores indicating greater usability.

Outcome results

None listed

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