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Sedentary BehaviorsVR-TRAD-EXNCT07567144

Effects of Virtual Reality and Traditional Exercise on Cognitive and Physical Performance in Sedentary Adults

A study testing Virtual Reality Exercise Training and Traditional Exercise Training in people with Sedentary Behaviors and Physical Inactivity, run by Recep Tayyip Erdogan University at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

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. Read more about this study

Who is it for?
Any ageHealthy volunteers can take part
Conditions the study is for
Sedentary Behaviors, Physical Inactivity
What is being tested?
Virtual Reality Exercise Training and Traditional Exercise Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
33 participants
Where
1 siteTurkey (Türkiye)
Study dates
5 Jan 2026to 1 Apr 2026
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 Any age
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • 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.

Who cannot join

  • -

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Recep Tayyip Erdogan University

    Rize, 53100

Other trials in Turkey (Türkiye)

About this study

Official title: 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.

Read more

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.

Read the detailed description

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.

Being tested
Virtual Reality Exercise Training, Traditional Exercise Training
Keywords
Sedentary Behavior, Physical Inactivity, Cognitive Function, Motor Performance
Medical subject headings
Sedentary Behavior

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual Reality Exercise TrainingOther

    Also called VR Training

    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.

  • Traditional Exercise TrainingOther

    Also called Traditional Training

    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.

Study groups in NCT07567144
Study groupRoleWhat they receive
Traditional Exercise TrainingActive comparatorParticipants 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.
Receives: Other: Traditional Exercise Training
Virtual Reality Exercise TrainingExperimentalParticipants 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.
Receives: Other: Virtual Reality Exercise Training
Control GroupNo interventionParticipants 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.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor)

    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.

    Measured: After 8 weeks of exercise intervention

Secondary outcomes (3)
  1. Change in Reaction Time (Hand and Foot) Measured by Light Trainer System

    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.

    Measured: After 8 weeks of exercise intervention

  2. Change in Balance Performance Assessed by Togu Challenge Disc

    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.

    Measured: After 8 weeks of exercise intervention

  3. Change in Flexibility Measured by Sit-and-Reach Test

    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.

    Measured: After 8 weeks of exercise intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted5 May 2026
  2. Study start5 Jan 2026
  3. Primary completion15 Jan 2026
  4. Study completion1 Apr 2026

Resources

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
Other
Allocation
Non-randomised
Intervention model
Parallel groups
Model description
This study utilized an experimental research model from quantitative research models. The experimental model was implemented as a design including pre-test and post-test applications. Experimental research aims to test the effects of differences created by the researcher on the dependent variable. The main purpose of experimental design is to determine the cause-and-effect relationship between variables. In this design, groups were formed as experimental and control groups through random assignment. Accordingly, experimental and control groups were formed using the purposive sampling method in this study. The dependent variables of the research were considered as concentration, reaction, balance, and flexibility. The independent variables were determined as virtual reality training and traditional training. The study was conducted according to virtual reality and traditional training protocols prepared for 8 weeks.
Masking
Single blind
Who is masked
Participant
Enrolment
33 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07567144
Sponsor's protocol ID
RTEU-VR-EX-2024-01
Other IDs
02026004016266
Acronym
VR-TRAD-EX
Status last verified
Apr 2026
First submitted
21 Apr 2026
Last updated
5 May 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Cakir HI, Terzi E. Effects of virtual reality and traditional exercise on cognitive and physical performance in sedentary adults: a randomised controlled trial. BMC Sports Sci Med Rehabil. 2026 Sep 5;18(1):538. doi: 10.1186/s13102-026-02022-y.

    PubMed 42958576

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Exercise Training and Traditional Exercise Training in people with Sedentary Behaviors and Physical Inactivity, run by Recep Tayyip Erdogan University at 1 site in Turkey (Türkiye).

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 1 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 5 May 2026. 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 Turkey (Türkiye). 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?

Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor) (time frame: After 8 weeks of exercise intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT07567144, which also lists 1 linked publication.

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 5 May 2026.

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