HealthyNCT06411119
Virtual Reality Exergaming on Heart Rate, Perceived Exertion, and Technology Acceptance in Healthy Individuals
A study testing Meta Oculus Quest 2™ Virtual Reality Exergaming in people with Healthy and Physical Activity, run by Teesside University at 1 site in United Kingdom.
Trial summary
This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR) exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults. Read more about this study
- Who is it for?
- Ages 18 to 65 yearsHealthy volunteers can take part
- Conditions the study is for
- Healthy, Physical Activity, Virtual Reality
- What is being tested?
- Meta Oculus Quest 2™ Virtual Reality Exergaming
- Type of treatment
- Medical device
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 9 participants
- Where
- 1 siteUnited Kingdom
- Study dates
- 1 Jan 2023to 31 Jan 2023
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 65 years
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- male or female participants
- University student or staff
- age 18-65
- able to read and comprehend written and spoken English
Who cannot join
- any musculoskeletal injury within the last six months
- recent operation,
- long term health conditions that affect ability to engage in exercise
- claustrophobia
- vertigo and motion sickness
- experiencing covid-19 symptoms
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Immediate Impact of Virtual Reality Exergaming on Heart Rate, Rate of Perceived Exertion, and Technology Acceptance in Healthy Individuals: A Pre-Post Pilot Cohort Study
This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR) exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults. Participants engaged in a 20-minute session of VR exergaming using the Meta Oculus Quest 2™ headset. HR and RPE were measured at baseline, during, and after the intervention, while technology acceptance was assessed pre- and post-intervention using the UTAUT questionnaire.
The results showed that VR exergaming increased HR while maintaining perceived exertion at low to moderate levels. Technology acceptance also improved significantly across all domains measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort Expectancy. The findings suggest that VR exergaming is an effective method to enhance physical activity, motivation, and engagement, providing promising support for its use as a rehabilitation tool for individuals struggling with adherence and motivation.
Read the detailed description
Physical rehabilitation traditionally relies on face-to-face clinical sessions and home-based exercise programmes, yet adherence rates remain suboptimal, ranging between 30% and 50%. Adherence is crucial for effective outcomes, but is often undermined by low motivation and engagement. Sedentary lifestyles, which account for 5.3 million global deaths annually, exacerbate these challenges. VR exergaming has emerged as an innovative intervention, offering immersive environments that engage participants in physical movements, potentially enhancing adherence. Despite its growing popularity, there is limited empirical evidence evaluating the immediate physiological and psychological impacts of VR exergaming. This pilot cohort study aims to investigate its immediate effects on heart rate, perceived exertion, and technology acceptance, providing data that could inform future rehabilitation approaches, through a prospective pilot pre- and post-cohort design within a university research laboratory setting.
Participants engaged in a 20-minute session of the VR game Beat Saber, played on the Meta Oculus Quest 2™ headset. Gameplay required dynamic movements, including lateral side steps and squats, designed to elicit moderate-intensity exercise while maximising engagement. This immersive environment aimed to enhance adherence by making the exercise experience enjoyable while reducing perceived fatigue.
Outcome Measures and Data Collection:
Primary outcomes included HR, RPE, and technology acceptance, assessed using the UTAUT questionnaire administered before and after the VR session. HR was continuously recorded with a Polar monitor, and RPE was reported using the CR-10 Borg scale. The UTAUT questionnaire, adapted for VR specificity, evaluated key aspects of technology acceptance such as performance expectancy and effort expectancy, offering insight into the psychological effects of VR exergaming.
Statistical analyses were conducted using both frequentist and Bayesian approaches. This dual analysis provided comprehensive insights into the intervention's impact, yielding p-values and Bayes factors that contextualised statistical and practical significance. Bayesian analysis was particularly valuable in quantifying the intervention's efficacy relative to baseline measures, offering nuanced conclusions about the likelihood of its impact.
- Conditions
- Healthy, Physical Activity, Virtual Reality, Exergame, Inactivity, Physical
- Being tested
- Meta Oculus Quest 2™ Virtual Reality Exergaming
- Keywords
- Exergaming, Virtual Reality, Meta Oculus Quest, Heart rate, Rate of perceived exertion, Technology acceptance, Bayesian Inferences, Pilot, cohort study, Healthy
- Medical subject headings
- Motor Activity, Sedentary Behavior
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Meta Oculus Quest 2™ Virtual Reality ExergamingDevice
Participants utilised the Meta Oculus Quest 2™ Virtual Reality headset to play the Beat Saber game, which involves striking blocks in time to music using hand controllers. Gameplay was configured at a moderate difficulty level in 'no-fail' mode to encourage continuous activity across pre-selected songs, requiring participants to perform movements such as lateral steps, squats, and arm motions. Each session lasted for 20 minutes, including 30-second rest intervals between songs, to maximise physical activity and monitor heart rate, perceived exertion, and technology acceptance.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Exergaming Intervention | Experimental | Participants engaged in a 20-minute session of the Beat Saber game using the Meta Oculus Quest 2™ Virtual Reality headset, which required them to perform various physical movements like lateral steps, squats, and upper limb motions. The gameplay was adjusted to a moderate difficulty level in 'no-fail' mode to maintain consistent activity and ensure an engaging experience. Physiological and psychological outcomes, including heart rate, perceived exertion, and technology acceptance, were assessed before and after the intervention. Receives: Device: Meta Oculus Quest 2™ Virtual Reality Exergaming |
What is being measured
The primary outcome is the main question the study is designed to answer.
Rate of Perceived Exertion (RPE)
RPE was assessed using the CR-10 Borg Scale, which measures perceived exertion on a standardised 1-10 scale. This metric was used to determine participants' perceived physical exertion levels, where higher scores are an indication of greater exertion.
Measured: Baseline (before the VR exergaming session), during each song in the 20-minute intervention, and immediately post-intervention.
Heart Rate (HR)
HR was measured with the Polar RS400 monitor to evaluate cardiovascular response. HR was recorded at baseline, throughout the 20-minute Virtual Reality exergaming session, and immediately post-intervention.
Measured: Baseline (before the VR exergaming session), continuously during the 20-minute session, and immediately post-intervention.
Technology Acceptance
Technology acceptance was measured using the Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaire. The UTAUT questionnaire contains 22 items and evaluates six constructs: Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Self-Efficacy, and Behavioural Intention. Each question is measured using a 7-point Likert scale, from 1 (strongly disagree) to 7 (strongly agree). Higher scores indicate a better outcome, reflecting greater acceptance and intention to use the technology.
Measured: Before the VR exergaming session and immediately post-intervention.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted13 May 2024
- Study start1 Jan 2023
- Primary completion31 Jan 2023
- Study completion31 Jan 2023
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for HealthyStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Basic science
- Allocation
- Not applicable
- Intervention model
- Single group
- Model description
- This study employed a pre- and post-cohort model, where participants' heart rate, perceived exertion, and technology acceptance were assessed before and after a 20-minute session of Virtual Reality exergaming.
- Masking
- None (open label)
- Enrolment
- 9 participants (actual)
Sponsor and investigators
- Lead sponsor
- Teesside University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Jonathan Robinson, Ph.D, Teesside University
- Investigators
- Jonathan Robinson, PhD, Principal investigator, Teesside University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06411119
- Sponsor's protocol ID
- 11014
- Status last verified
- May 2024
- First submitted
- 7 May 2024
- Last updated
- 16 May 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 16 May 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Immediate Impact of Virtual Reality Exergaming on Heart Rate, Rate of Perceived Exertion, and Technology Acceptance in Healthy Individuals: A Pre-Post Pilot Cohort Study
- ClinicalTrials.gov ID
- NCT06411119
- Acronym / sponsor ID
- 11014
- Conditions
- Healthy, Physical Activity, Virtual Reality, Exergame, Inactivity, Physical
- Keywords
- Exergaming, Virtual Reality, Meta Oculus Quest, Heart rate, Rate of perceived exertion, Technology acceptance, Bayesian Inferences, Pilot
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 9 participants (actual)
- Lead sponsor
- Teesside UniversityUniversity, hospital or other
- Study start
- 1 Jan 2023 (actual)
- Primary completion
- 31 Jan 2023 (actual)
- Study completion
- 31 Jan 2023 (actual)
- First posted
- 13 May 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR) exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults. Participants engaged in a 20-minute session of VR exergaming using the Meta Oculus Quest 2™ headset. HR and RPE were measured at baseline, during, and after the intervention, while technology acceptance was assessed pre- and post-intervention using the UTAUT questionnaire.
The results showed that VR exergaming increased HR while maintaining perceived exertion at low to moderate levels. Technology acceptance also improved significantly across all domains measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort Expectancy. The findings suggest that VR exergaming is an effective method to enhance physical activity, motivation, and engagement, providing promising support for its use as a rehabilitation tool for individuals struggling with adherence and motivation.
Detailed description
Physical rehabilitation traditionally relies on face-to-face clinical sessions and home-based exercise programmes, yet adherence rates remain suboptimal, ranging between 30% and 50%. Adherence is crucial for effective outcomes, but is often undermined by low motivation and engagement. Sedentary lifestyles, which account for 5.3 million global deaths annually, exacerbate these challenges. VR exergaming has emerged as an innovative intervention, offering immersive environments that engage participants in physical movements, potentially enhancing adherence. Despite its growing popularity, there is limited empirical evidence evaluating the immediate physiological and psychological impacts of VR exergaming. This pilot cohort study aims to investigate its immediate effects on heart rate, perceived exertion, and technology acceptance, providing data that could inform future rehabilitation approaches, through a prospective pilot pre- and post-cohort design within a university research laboratory setting.
Participants engaged in a 20-minute session of the VR game Beat Saber, played on the Meta Oculus Quest 2™ headset. Gameplay required dynamic movements, including lateral side steps and squats, designed to elicit moderate-intensity exercise while maximising engagement. This immersive environment aimed to enhance adherence by making the exercise experience enjoyable while reducing perceived fatigue.
Outcome Measures and Data Collection:
Primary outcomes included HR, RPE, and technology acceptance, assessed using the UTAUT questionnaire administered before and after the VR session. HR was continuously recorded with a Polar monitor, and RPE was reported using the CR-10 Borg scale. The UTAUT questionnaire, adapted for VR specificity, evaluated key aspects of technology acceptance such as performance expectancy and effort expectancy, offering insight into the psychological effects of VR exergaming.
Statistical analyses were conducted using both frequentist and Bayesian approaches. This dual analysis provided comprehensive insights into the intervention's impact, yielding p-values and Bayes factors that contextualised statistical and practical significance. Bayesian analysis was particularly valuable in quantifying the intervention's efficacy relative to baseline measures, offering nuanced conclusions about the likelihood of its impact.
Study design
- Primary purpose
- Basic science
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Number of arms
- 1
- Model description
- This study employed a pre- and post-cohort model, where participants' heart rate, perceived exertion, and technology acceptance were assessed before and after a 20-minute session of Virtual Reality exergaming.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Exergaming Intervention | Experimental | Device: Meta Oculus Quest 2™ Virtual Reality ExergamingParticipants engaged in a 20-minute session of the Beat Saber game using the Meta Oculus Quest 2™ Virtual Reality headset, which required them to perform various physical movements like lateral steps, squats, and upper limb motions. The gameplay was adjusted to a moderate difficulty level in 'no-fail' mode to maintain consistent activity and ensure an engaging experience. Physiological and psychological outcomes, including heart rate, perceived exertion, and technology acceptance, were assessed before and after the intervention. |
Who may qualify
- Ages
- 18 to 65 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (4 listed)
- male or female participants
- University student or staff
- age 18-65
- able to read and comprehend written and spoken English
Key exclusion criteria (6 listed)
- any musculoskeletal injury within the last six months
- recent operation,
- long term health conditions that affect ability to engage in exercise
- claustrophobia
- vertigo and motion sickness
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Meta Oculus Quest 2™ Virtual Reality ExergamingParticipants utilised the Meta Oculus Quest 2™ Virtual Reality headset to play the Beat Saber game, which involves striking blocks in time to music using hand controllers. Gameplay was configured at a moderate difficulty level in 'no-fail' mode to encourage continuous activity across pre-selected songs, requiring participants to perform movements such as lateral steps, squats, and arm motions. Each session lasted for 20 minutes, including 30-second rest intervals between songs, to maximise physical activity and monitor heart rate, perceived exertion, and technology acceptance. | Device | Virtual Reality Exergaming Intervention |
Primary outcome
Rate of Perceived Exertion (RPE)
Time frame: Baseline (before the VR exergaming session), during each song in the 20-minute intervention, and immediately post-intervention.
RPE was assessed using the CR-10 Borg Scale, which measures perceived exertion on a standardised 1-10 scale. This metric was used to determine participants' perceived physical exertion levels, where higher scores are an indication of greater exertion.
Heart Rate (HR)
Time frame: Baseline (before the VR exergaming session), continuously during the 20-minute session, and immediately post-intervention.
HR was measured with the Polar RS400 monitor to evaluate cardiovascular response. HR was recorded at baseline, throughout the 20-minute Virtual Reality exergaming session, and immediately post-intervention.
Technology Acceptance
Time frame: Before the VR exergaming session and immediately post-intervention.
Technology acceptance was measured using the Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaire. The UTAUT questionnaire contains 22 items and evaluates six constructs: Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Self-Efficacy, and Behavioural Intention. Each question is measured using a 7-point Likert scale, from 1 (strongly disagree) to 7 (strongly agree). Higher scores indicate a better outcome, reflecting greater acceptance and intention to use the technology.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 16 May 2024.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Jonathan Robinson, PhD principal investigator
Teesside University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Meta Oculus Quest 2™ Virtual Reality Exergaming in people with Healthy and Physical Activity, run by Teesside University at 1 site in United Kingdom.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 16 May 2024. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United Kingdom. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Rate of Perceived Exertion (RPE) (time frame: Baseline (before the VR exergaming session), during each song in the 20-minute intervention, and immediately post-intervention.). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 16 May 2024.