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Effects of Virtual Reality and Traditional Exercise on Cognitive and Physical Performance in Sedentary Adults (VR-TRAD-EX)

2026年4月28日 更新者:Esranur Terzi、Recep Tayyip Erdogan University

A Comparison of Virtual Reality and Traditional Exercise Methods in Terms of Certain Physiological and Psychological Parameters

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.

調査の概要

詳細な説明

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.

研究の種類

介入

入学 (実際)

33

段階

  • 適用できない

連絡先と場所

このセクションには、調査を実施する担当者の連絡先の詳細と、この調査が実施されている場所に関する情報が記載されています。

研究場所

参加基準

研究者は、適格基準と呼ばれる特定の説明に適合する人を探します。これらの基準のいくつかの例は、人の一般的な健康状態または以前の治療です。

適格基準

就学可能な年齢

  • 子
  • 大人
  • 高齢者

健康ボランティアの受け入れ

はい

説明

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:

-

研究計画

このセクションでは、研究がどのように設計され、研究が何を測定しているかなど、研究計画の詳細を提供します。

研究はどのように設計されていますか?

デザインの詳細

  • 主な目的:他の
  • 割り当て:非ランダム化
  • 介入モデル:並列代入
  • マスキング:独身

武器と介入

参加者グループ / アーム
介入・治療
アクティブコンパレータ:Traditional Exercise Training
Participants in this arm performed a structured traditional exercise program for 8 weeks, 3 days per week. The program included aerobic, strength, balance, and flexibility exercises identical in structure to the VR group but delivered in a real-world environment without virtual reality technology. Sessions included warm-up, main exercise sets, and cool-down phases under supervision.
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.
他の名前:
  • Traditional Training
実験的:Virtual Reality Exercise Training
Participants in this arm performed virtual reality-based exercise training for 8 weeks, 3 days per week. Training sessions were conducted using an Oculus 3 virtual reality headset and included structured exercise programs delivered through VR applications (e.g., FitXR, Holofit, PowerBeats VR). Each session consisted of warm-up, main exercise tasks targeting aerobic capacity, balance, reaction time, and flexibility, followed by a cool-down period. All sessions were performed under standardized laboratory conditions.
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.
他の名前:
  • VR Training
介入なし:Control Group
Participants in this arm did not receive any structured exercise intervention during the 8-week study period. They continued their normal daily activities and routine lifestyle without participation in any supervised training program. No VR-based or traditional exercise sessions were administered. Pre-test and post-test measurements were conducted in the same manner as the intervention groups.

この研究は何を測定していますか?

主要な結果の測定

結果測定
メジャーの説明
時間枠
Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor)
時間枠: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.
After 8 weeks of exercise intervention

二次結果の測定

結果測定
メジャーの説明
時間枠
Change in Reaction Time (Hand and Foot) Measured by Light Trainer System
時間枠: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.
After 8 weeks of exercise intervention
Change in Balance Performance Assessed by Togu Challenge Disc
時間枠: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.
After 8 weeks of exercise intervention
Change in Flexibility Measured by Sit-and-Reach Test
時間枠: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.
After 8 weeks of exercise intervention

協力者と研究者

ここでは、この調査に関係する人々や組織を見つけることができます。

捜査官

  • 主任研究者:Halil İ Çakır, Asst. Prof. Dr.、Recep Tayyip Erdogan University

研究記録日

これらの日付は、ClinicalTrials.gov への研究記録と要約結果の提出の進捗状況を追跡します。研究記録と報告された結果は、国立医学図書館 (NLM) によって審査され、公開 Web サイトに掲載される前に、特定の品質管理基準を満たしていることが確認されます。

主要日程の研究

研究開始 (実際)

2026年1月5日

一次修了 (実際)

2026年1月15日

研究の完了 (実際)

2026年4月1日

試験登録日

最初に提出

2026年4月21日

QC基準を満たした最初の提出物

2026年4月28日

最初の投稿 (実際)

2026年5月5日

学習記録の更新

投稿された最後の更新 (実際)

2026年5月5日

QC基準を満たした最後の更新が送信されました

2026年4月28日

最終確認日

2026年4月1日

詳しくは

本研究に関する用語

追加の関連 MeSH 用語

その他の研究ID番号

  • RTEU-VR-EX-2024-01
  • 02026004016266 (その他の助成金/資金番号:RTEU Development Foundation)

個々の参加者データ (IPD) の計画

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いいえ

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