Virtual Reality Exergaming During Work Breaks in Office Employees
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
Gender: All
Ages: 24 Years - 60 Years
Exergaming
Virtual Reality Physical Activity
Workplace Exercise