Virtual Reality Exergaming During Work Breaks in Office Employees
2026年9月11日 更新者: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
研究概览
地位
主动,不招人
研究类型
介入性
注册 (估计的)
40
阶段
- 不适用
联系人和位置
本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。
学习地点
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Antalya
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Antalya、Antalya、土耳其(türkiye)、07070
- Akdeniz University Faculty of Sports Sciences
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参与标准
研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。
资格标准
适合学习的年龄
- 成人
接受健康志愿者
是的
描述
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
学习计划
本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。
研究是如何设计的?
设计细节
- 主要用途:基础科学
- 分配:随机化
- 介入模型:交叉作业
- 屏蔽:无(打开标签)
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
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实验性的: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.
|
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实验性的: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.
|
|
实验性的: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.
|
|
实验性的: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.
|
|
实验性的: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.
|
|
实验性的: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.
|
研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
|
Resting and Mean Exercise Heart Rate
大体时间: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
大体时间: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
大体时间: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
大体时间: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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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
|
Positive and Negative Experience
大体时间:Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
|
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
大体时间: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
大体时间: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
大体时间: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
大体时间:Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
|
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
大体时间:Immediately after each 10-minute intervention during each of the three experimental sessions
|
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.
|
Immediately after each 10-minute intervention during each of the three experimental sessions
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合作者和调查者
在这里您可以找到参与这项研究的人员和组织。
调查人员
- 研究主任:Tennur Yerlisu Lapa, PhD、Akdeniz University
研究记录日期
这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。
研究主要日期
学习开始 (实际的)
2026年7月29日
初级完成 (估计的)
2026年12月30日
研究完成 (估计的)
2026年12月30日
研究注册日期
首次提交
2026年8月1日
首先提交符合 QC 标准的
2026年8月1日
首次发布 (实际的)
2026年8月6日
研究记录更新
最后更新发布 (实际的)
2026年9月14日
上次提交的符合 QC 标准的更新
2026年9月11日
最后验证
2026年9月1日
更多信息
与本研究相关的术语
其他研究编号
- 1456730.03.60
- 325K759 (其他赠款/资助编号:The Scientific and Technological Research Council of Türkiye)
计划个人参与者数据 (IPD)
计划共享个人参与者数据 (IPD)?
不
药物和器械信息、研究文件
研究美国 FDA 监管的药品
不
研究美国 FDA 监管的设备产品
不
此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.