Physical InactivityVRWNCT06416839
VR Exercise Intervention in a Workplace Setting
A study testing VR exercise in people with Physical Inactivity and Psychological Well-Being, run by XRWorkout, Inc at 1 site in United States.
Trial summary
This research study is designed to better understand how a virtual reality (VR) exercise application may influence overall physical activity and well-being. VR games can make exercise more enjoyable and interactive, which has been shown to increase engagement in physical activity. Read more about this study
- Who is it for?
- Ages 18 to 50 yearsHealthy volunteers can take part
- Conditions the study is for
- Physical Inactivity, Psychological Well-Being, Work-Related Stress
- What is being tested?
- VR exercise
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 28 participants
- Where
- 1 siteUnited States
- Study dates
- 3 May 2024to 15 Feb 2025
- 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 50 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- -
Who cannot join
- Individuals who have been advised by a healthcare provider that they should not participate in moderate to strenuous physical activity for any reason
- Individuals with history of seizures with photosensitivity
- Individuals with diagnosis of uncontrolled metabolic disorders
- Current lice infestation
- Current eye infection
- Body Mass Index above 30 (obese)
Trial locations and contacts
1 site in 1 country.
United States1 site
University of Mississippi Medical Center
Jackson, Mississippi, 39056
About this study
Official title: Virtual Reality Fitness Program to Promote Active Lifestyle and Psychological Wellbeing
This research study is designed to better understand how a virtual reality (VR) exercise application may influence overall physical activity and well-being. VR games can make exercise more enjoyable and interactive, which has been shown to increase engagement in physical activity. Adult participants will do a progressive exercise program and report on overall physical activity, health, and psychological wellbeing. The intervention is expected to have a positive impact on these lifestyle factors.
Read the detailed description
irtual Reality (VR) fitness applications are promising interventions to promote exercise in a home setting. Multiplayer fitness games for virtual reality platforms, addresses several common challenges associated with decreased exercise adherence such as social accountability, transportation, weather, gym memberships, and self-consciousness. This study aims to assess the impact of regular usage of a commercially available virtual reality fitness application on quality of life measures, including physical activity, health, and well-being. This study will enroll healthy participants, age 18- 50 years old, and they will be issued a Quest 2 virtual reality headset and given access to the virtual reality fitness application (VRWorkout - VRW). Participants will be asked to use VRW on a regular and progressive basis over a six-week period and to complete surveys about physical activity and wellbeing over a 9-week period. The activity completed within VRW is based on participant choice. A suggested progression schedule will be provided, but not enforced. This study of healthy working individuals, is foundational to assessing whether immersive fitness applications may be used as a lifestyle intervention to increase overall physical activity and well-being.
- Being tested
- VR exercise
- Keywords
- virtual reality, exercise, lifestyle factors
- Medical subject headings
- Sedentary Behavior, Psychological Well-Being, Occupational Stress, Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
VR exerciseBehavioural
Participation in high intensity interval training delivered on a virtual reality headset over six-week period. Participants may exercise with others in the multiplayer mode and use any feature of the application.
| Study group | Role | What they receive |
|---|---|---|
| VR Exercise | Experimental | This arm will use a VR exercise game that increases in frequency, intensity and duration with each week of the intervention. Receives: Behavioral: VR exercise |
What is being measured
The primary outcome is the main question the study is designed to answer.
Physical Activity Questionnaire
This measure assesses the types of intensity of physical activity and sitting time that people do as part of their daily lives are considered to estimate total physical activity in MET-min/week and time spent sitting. A higher score indicates more physical activity.
Measured: Weeks 1, 3, 5, 7, and 9
World Health Organisation- Five Well-Being Index (WHO-5)
The WHO-5 is a short, self-administered, and positively worded 6 point scale designed to measure the level of subjective well-being over the last two weeks. A higher score indicates better well-being.
Measured: Weeks 1, 3, 5, 7, and 9
Self-Efficacy for Exercise
This 10 point scale is a self-report on 9 items of exercise self-efficacy. A higher score indicates greater self-efficacy.
Measured: Week 1 and Week 9
36-Item Short Form Health Survey (SF-36)
SF-36 is a set of generic, coherent, and easily administered quality-of-life measures. Each of the 36 questions has a yes or no answer or a linear rating scale. These measures rely upon patient self-reporting and have been widely used. A higher score indicates better health.
Measured: Week 1 and Week 9
Secondary outcomes (2)
Health and Work Questionnaire
The Health and Work Questionnaire was developed to assess various aspects of productivity without completely relying on direct subjective estimation. It is a multidimensional measure of productivity. It consists of 24 questions, several of which were multi-part questions, comprising six subscales. High scores indicate greater productivity or health.
Measured: Weeks 1, 3, 5, 7, and 9
Job Affect Well-being Scale
The Job-related Affective Well-being Scale (JAWS) is a scale designed to assess people's emotional reactions to their job. It asks them to indicate for each of 30 emotions (20 emotions in the short form) how often they have experienced them in the past 30 days. Higher scores indicate more positive affects related to work.
Measured: Week 1 and Week 9
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted16 May 2024
- Study start3 May 2024
- Primary completion30 Oct 2024
- Study completion15 Feb 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Physical InactivityStudies 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
- Prevention
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Enrolment
- 28 participants (actual)
Sponsor and investigators
- Lead sponsor
- XRWorkout, Inc
- Sponsor type
- Industry (pharma, biotech, devices)
- Collaborators
- University of Mississippi Medical Center
- Responsible party
- Sponsor
- Investigators
- Jacob Daniels, PhD, PT, Principal investigator, University of Mississippi Medical CenterJennifer Reneker, PhD, PT, Study chair, University of Mississippi Medical Center
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06416839
- Sponsor's protocol ID
- XRW001
- Acronym
- VRW
- Status last verified
- Apr 2025
- First submitted
- 3 May 2024
- Last updated
- 30 Apr 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 30 Apr 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Virtual Reality Fitness Program to Promote Active Lifestyle and Psychological Wellbeing
- ClinicalTrials.gov ID
- NCT06416839
- Acronym / sponsor ID
- VRW / XRW001
- Keywords
- virtual reality, exercise, lifestyle factors
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 28 participants (actual)
- Lead sponsor
- XRWorkout, IncIndustry (pharma, biotech, devices)
- Collaborators
- University of Mississippi Medical Center
- Study start
- 3 May 2024 (actual)
- Primary completion
- 30 Oct 2024 (actual)
- Study completion
- 15 Feb 2025 (actual)
- First posted
- 16 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 research study is designed to better understand how a virtual reality (VR) exercise application may influence overall physical activity and well-being. VR games can make exercise more enjoyable and interactive, which has been shown to increase engagement in physical activity. Adult participants will do a progressive exercise program and report on overall physical activity, health, and psychological wellbeing. The intervention is expected to have a positive impact on these lifestyle factors.
Detailed description
irtual Reality (VR) fitness applications are promising interventions to promote exercise in a home setting. Multiplayer fitness games for virtual reality platforms, addresses several common challenges associated with decreased exercise adherence such as social accountability, transportation, weather, gym memberships, and self-consciousness. This study aims to assess the impact of regular usage of a commercially available virtual reality fitness application on quality of life measures, including physical activity, health, and well-being. This study will enroll healthy participants, age 18- 50 years old, and they will be issued a Quest 2 virtual reality headset and given access to the virtual reality fitness application (VRWorkout - VRW). Participants will be asked to use VRW on a regular and progressive basis over a six-week period and to complete surveys about physical activity and wellbeing over a 9-week period. The activity completed within VRW is based on participant choice. A suggested progression schedule will be provided, but not enforced. This study of healthy working individuals, is foundational to assessing whether immersive fitness applications may be used as a lifestyle intervention to increase overall physical activity and well-being.
Study design
- Primary purpose
- Prevention
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| VR Exercise | Experimental | Behavioral: VR exerciseThis arm will use a VR exercise game that increases in frequency, intensity and duration with each week of the intervention. |
Who may qualify
- Ages
- 18 to 50 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (1 listed)
- -
Key exclusion criteria (6 listed)
- Individuals who have been advised by a healthcare provider that they should not participate in moderate to strenuous physical activity for any reason
- Individuals with history of seizures with photosensitivity
- Individuals with diagnosis of uncontrolled metabolic disorders
- Current lice infestation
- Current eye infection
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 |
|---|---|---|
| VR exerciseParticipation in high intensity interval training delivered on a virtual reality headset over six-week period. Participants may exercise with others in the multiplayer mode and use any feature of the application. | Behavioural | VR Exercise |
Primary outcome
Physical Activity Questionnaire
Time frame: Weeks 1, 3, 5, 7, and 9
This measure assesses the types of intensity of physical activity and sitting time that people do as part of their daily lives are considered to estimate total physical activity in MET-min/week and time spent sitting. A higher score indicates more physical activity.
World Health Organisation- Five Well-Being Index (WHO-5)
Time frame: Weeks 1, 3, 5, 7, and 9
The WHO-5 is a short, self-administered, and positively worded 6 point scale designed to measure the level of subjective well-being over the last two weeks. A higher score indicates better well-being.
Self-Efficacy for Exercise
Time frame: Week 1 and Week 9
This 10 point scale is a self-report on 9 items of exercise self-efficacy. A higher score indicates greater self-efficacy.
36-Item Short Form Health Survey (SF-36)
Time frame: Week 1 and Week 9
SF-36 is a set of generic, coherent, and easily administered quality-of-life measures. Each of the 36 questions has a yes or no answer or a linear rating scale. These measures rely upon patient self-reporting and have been widely used. A higher score indicates better health.
2 secondary outcomes
Health and Work Questionnaire
Time frame: Weeks 1, 3, 5, 7, and 9
Job Affect Well-being Scale
Time frame: Week 1 and Week 9
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 30 Apr 2025.
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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.
Jacob Daniels, PhD, PT principal investigator
University of Mississippi Medical Center
Jennifer Reneker, PhD, PT study chair
University of Mississippi Medical Center
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing VR exercise in people with Physical Inactivity and Psychological Well-Being, run by XRWorkout, Inc at 1 site in United States.
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 1 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 30 Apr 2025. 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 States. 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?
Physical Activity Questionnaire (time frame: Weeks 1, 3, 5, 7, and 9). The study lists 4 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 30 Apr 2025.