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Virtual Reality Exergaming During Work Breaks in Office Employees
Sponsor: Akdeniz University
Summary
The goal of this trial is to learn how different exercise formats used during workplace breaks affect the immediate physical and emotional responses of office employees. It will also examine participants' leisure experience and the usability of virtual reality exercise. The main questions it aims to answer are: * Do gamified virtual reality exercise, instructor-led virtual reality exercise, and traditional video exercise produce different changes in heart rate and perceived effort? * Do these exercise formats produce different changes in how pleasant or unpleasant and how activated participants feel? * Do the exercise formats differ in positive and negative experiences, flow, exercise enjoyment, and satisfaction with the activity? * Do the two virtual reality formats differ in system usability and virtual reality-related discomfort? Researchers will compare the three exercise formats to identify differences in participants' immediate responses and experiences. Participants will: * Complete three 10-minute exercise sessions on separate days and in a randomly assigned order * Take part in a gamified virtual reality boxing session, an instructor-led virtual reality exercise session, and a traditional video exercise session * Wear a heart rate monitor and complete brief questionnaires before and after the sessions
Official title: Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
Key Details
Gender
All
Age Range
24 Years - 60 Years
Study Type
INTERVENTIONAL
Enrollment
40
Start Date
2026-07-29
Completion Date
2026-12-30
Last Updated
2026-08-10
Healthy Volunteers
Yes
Interventions
Gamified Virtual Reality Exergaming (GVRE)
Participants will complete one 10-minute gamified virtual reality exergaming session using the FitXR BOX mode, a Meta Quest 3 headset, and handheld controllers. Participants will perform boxing-based whole-body movements involving virtual targets. The intervention includes game-related elements such as scoring, pacing, performance tracking, and real-time visual and auditory feedback.
Serious Virtual Reality Exergaming (SVRE)
Participants will complete one 10-minute serious virtual reality exergaming session using the FitXR SCULPT mode and a Meta Quest 3 headset. Participants will follow structured whole-body exercise movements demonstrated by a virtual instructor. The condition emphasizes movement guidance and exercise performance and contains minimal game-related elements.
Traditional Video Exercise (TVE)
Participants will complete one 10-minute video-based exercise session. Participants will follow an instructor displayed on a two-dimensional screen without using a virtual reality headset. The exercise content will correspond to the serious virtual reality exergaming condition but will not include virtual reality interaction or game-related elements. This intervention will serve as the active comparison condition.
Locations (1)
Akdeniz University Faculty of Sports Sciences
Antalya, Antalya, Turkey (Türkiye)