- ICH GCP
- 미국 임상 시험 레지스트리
- 임상시험 NCT07749196
Virtual Reality Exergaming During Work Breaks in Office Employees
2026년 9월 11일 업데이트: Abdullah Kayhan, Akdeniz University
Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability 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
연구 개요
상태
모집하지 않고 적극적으로
연구 유형
중재적
등록 (추정된)
40
단계
- 해당 없음
연락처 및 위치
이 섹션에서는 연구를 수행하는 사람들의 연락처 정보와 이 연구가 수행되는 장소에 대한 정보를 제공합니다.
연구 장소
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Antalya
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Antalya, Antalya, 터키 (Türkiye), 07070
- Akdeniz University Faculty of Sports Sciences
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참여기준
연구원은 적격성 기준이라는 특정 설명에 맞는 사람을 찾습니다. 이러한 기준의 몇 가지 예는 개인의 일반적인 건강 상태 또는 이전 치료입니다.
자격 기준
공부할 수 있는 나이
- 성인
건강한 자원 봉사자를 받아들입니다
예
설명
Inclusion Criteria:
- Aged between 24 and 60 years
- Being a healthy adult employed full-time in an administrative office-based position at Akdeniz University
- Having worked full-time in the current administrative unit for at least one year
- Having a low or moderate physical activity level according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF)
- Not engaging in regular exercise
- Having no health condition that contraindicates participation in physical activity according to the Physical Activity Readiness Questionnaire (PAR-Q)
- Not having regularly used active virtual reality technologies within the previous six months
Exclusion Criteria:
- A history of epilepsy, migraine, vertigo, or vestibular disorder
- A history of dizziness, nausea, or similar discomfort during virtual reality exposure
- Current use of antidepressants or medications that affect the central nervous system
- A history of neurological, cardiovascular, or orthopedic disease, except for controlled hypertension
- Pregnancy
- Presence of a visual or hearing impairment
공부 계획
이 섹션에서는 연구 설계 방법과 연구가 측정하는 내용을 포함하여 연구 계획에 대한 세부 정보를 제공합니다.
연구는 어떻게 설계됩니까?
디자인 세부사항
- 주 목적: 기초 과학
- 할당: 무작위
- 중재 모델: 크로스오버 할당
- 마스킹: 없음(오픈 라벨)
무기와 개입
참가자 그룹 / 팔 |
개입 / 치료 |
|---|---|
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실험적: Sequence 1: GVRE-SVRE-TVE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
|
실험적: Sequence 2: SVRE-TVE-GVRE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
|
실험적: Sequence 3: TVE-GVRE-SVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
|
실험적: Sequence 4: GVRE-TVE-SVRE
Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
|
실험적: Sequence 5: TVE-SVRE-GVRE
Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
|
실험적: Sequence 6: SVRE-GVRE-TVE
Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3.
Each intervention will be completed once in a separate session.
Consecutive sessions will be separated by a washout period of at least 24 hours.
|
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.
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.
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.
|
연구는 무엇을 측정합니까?
주요 결과 측정
결과 측정 |
측정값 설명 |
기간 |
|---|---|---|
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Resting and Mean Exercise Heart Rate
기간: During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention
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Heart rate will be continuously recorded in beats per minute (bpm) using a Polar H10 chest-strap sensor.
For each experimental condition, resting heart rate will be defined as the mean heart rate recorded during the 3-minute rest period immediately before the intervention.
Mean exercise heart rate will be defined as the mean heart rate recorded throughout the 10-minute exercise session.
The effects of the intervention conditions on heart rate will be evaluated by comparing resting and mean exercise heart rate values across the gamified virtual reality exergaming, serious virtual reality exergaming, and traditional video exercise conditions.
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During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention
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Change in Rating of Perceived Exertion
기간: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Perceived exertion will be assessed using the Borg Rating of Perceived Exertion Scale, which ranges from 6 (no exertion or very, very light exertion) to 20 (maximal exertion).
The outcome will be saved as the post-intervention score and the pre-intervention score for each condition.
A higher positive value indicates a greater increase in perceived exertion.
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Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Change in Felt Arousal Assessed With the Felt Arousal Scale
기간: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Felt arousal will be assessed using the single-item Felt Arousal Scale, which ranges from 1 (low arousal) to 6 (high arousal).
The outcome will be saved as the post-intervention score and the pre-intervention score for each condition.
A higher positive value indicates a greater increase in felt arousal.
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Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Change in Affective Valence Assessed With the Feeling Scale
기간: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Affective valence will be assessed using the single-item Feeling Scale.
The Feeling Scale measures current affective valence on an 11-point bipolar scale ranging from -5 (very bad; minimum possible score) to +5 (very good; maximum possible score).
Higher scores indicate more positive affective valence and a better outcome.
The scale will be administered immediately before and immediately after each intervention.
Pre-intervention and post-intervention scores will be retained as separate observations and analyzed across the three intervention conditions; no separate change score will be calculated.
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Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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2차 결과 측정
결과 측정 |
측정값 설명 |
기간 |
|---|---|---|
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Positive and Negative Experience
기간: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Positive and negative experience will be assessed using the 12-item Scale of Positive and Negative Experience (SPANE).
The scale consists of six positive-experience items and six negative-experience items, each rated on a 5-point scale from 1 (never) to 5 (always).
Separate scores will be calculated for the positive experience subscale (SPANE-P) and the negative experience subscale (SPANE-N).
Each subscale score ranges from 6 to 30.
Higher SPANE-P scores indicate greater positive experience, whereas higher SPANE-N scores indicate greater negative experience.
The scale will be administered immediately before and immediately after each intervention, and pre- and post-intervention scores for both subscales will be compared across the three intervention conditions.
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Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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Flow State
기간: Immediately after each 10-minute intervention during each of the three experimental sessions
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Flow state will be assessed using the nine-item state version of the Short Flow State Scale-2.
The scale evaluates dimensions of the immediate flow experience, including challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience.
Each item is rated on a 5-point scale from 1 (do not agree at all) to 5 (completely agree).
Higher total scores indicate a more intense flow experience.
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Immediately after each 10-minute intervention during each of the three experimental sessions
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Activity Satisfaction
기간: Immediately after each 10-minute intervention during each of the three experimental sessions
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Activity satisfaction will be assessed using the three-item Activity Satisfaction Scale.
Each item is rated on a 7-point scale from 1 (strongly disagree) to 7 (completely agree).
Higher scores indicate greater satisfaction with the exercise activity completed during the experimental session.
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Immediately after each 10-minute intervention during each of the three experimental sessions
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System Usability
기간: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
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Perceived system usability will be assessed using the 10-item System Usability Scale.
Each item is rated on a 5-point scale from 1 (strongly disagree) to 5 (strongly agree).
The scale evaluates participants' perceptions of the effectiveness, efficiency, ease of use, and overall usability of the virtual reality system.
Higher scores indicate better perceived system usability.
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Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
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Virtual Reality Discomfort
기간: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
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Virtual reality-related discomfort will be assessed using the nine-item Virtual Reality Discomfort Scale.
The scale evaluates two dimensions of discomfort: oculomotor symptoms, such as eye strain and blurred vision, and disorientation symptoms, such as dizziness and nausea.
Each item is rated on a 4-point scale from 0 (none) to 3 (severe).
Higher scores indicate greater virtual reality-related discomfort.
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Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
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Exercise Enjoyment
기간: Immediately after each 10-minute intervention during each of the three experimental sessions
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Exercise enjoyment will be assessed using the eight-item Physical Activity Enjoyment Scale (PACES-8).
Each of the eight bipolar items is scored from 1 to 7 in the direction of greater enjoyment.
The item scores are summed to produce a total score ranging from 8 (minimum possible score) to 56 (maximum possible score).
Higher total scores indicate greater exercise enjoyment and a better outcome.
The scale will be administered immediately after each intervention.
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Immediately after each 10-minute intervention during each of the three experimental sessions
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공동 작업자 및 조사자
여기에서 이 연구와 관련된 사람과 조직을 찾을 수 있습니다.
수사관
- 연구 책임자: Tennur Yerlisu Lapa, PhD, Akdeniz University
연구 기록 날짜
이 날짜는 ClinicalTrials.gov에 대한 연구 기록 및 요약 결과 제출의 진행 상황을 추적합니다. 연구 기록 및 보고된 결과는 공개 웹사이트에 게시되기 전에 특정 품질 관리 기준을 충족하는지 확인하기 위해 국립 의학 도서관(NLM)에서 검토합니다.
연구 주요 날짜
연구 시작 (실제)
2026년 7월 29일
기본 완료 (추정된)
2026년 12월 30일
연구 완료 (추정된)
2026년 12월 30일
연구 등록 날짜
최초 제출
2026년 8월 1일
QC 기준을 충족하는 최초 제출
2026년 8월 1일
처음 게시됨 (실제)
2026년 8월 6일
연구 기록 업데이트
마지막 업데이트 게시됨 (실제)
2026년 9월 14일
QC 기준을 충족하는 마지막 업데이트 제출
2026년 9월 11일
마지막으로 확인됨
2026년 9월 1일
추가 정보
이 연구와 관련된 용어
기타 연구 ID 번호
- 1456730.03.60
- 325K759 (기타 보조금/기금 번호: The Scientific and Technological Research Council of Türkiye)
개별 참가자 데이터(IPD) 계획
개별 참가자 데이터(IPD)를 공유할 계획입니까?
아니요
약물 및 장치 정보, 연구 문서
미국 FDA 규제 의약품 연구
아니
미국 FDA 규제 기기 제품 연구
아니
이 정보는 변경 없이 clinicaltrials.gov 웹사이트에서 직접 가져온 것입니다. 귀하의 연구 세부 정보를 변경, 제거 또는 업데이트하도록 요청하는 경우 register@clinicaltrials.gov. 문의하십시오. 변경 사항이 clinicaltrials.gov에 구현되는 즉시 저희 웹사이트에도 자동으로 업데이트됩니다. .