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ExergamingNCT07749196

Virtual Reality Exergaming During Work Breaks in Office Employees

A study testing Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE) and Traditional Video Exercise (TVE) in people with Exergaming and Virtual Reality Physical Activity, run by Akdeniz University at 1 site in Turkey (Türkiye).

Active, not recruiting

Under way, not looking for participants. Everyone needed has enrolled. The study is still running.

Official record
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Trial summary

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. Read more about this study

Who is it for?
Ages 24 to 60 yearsHealthy volunteers can take part
What is being tested?
Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE) and Traditional Video Exercise (TVE)
Could I receive a placebo?
No, everyone receives an active treatment
How many people
40 participants
Where
1 siteTurkey (Türkiye)
Study dates
29 Jul 2026to 30 Dec 2026
Phase
Interventional
Are there results?
Not yet: the study is under way

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 24 to 60 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • 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

Who cannot join

  • 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

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Akdeniz University Faculty of Sports Sciences

    Antalya, Antalya, 07070

Other trials in Turkey (Türkiye)

About this study

Official title: 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:

Read more
  • 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
Being tested
Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE), Traditional Video Exercise (TVE)

What participants receive

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

  • Gamified Virtual Reality Exergaming (GVRE)Behavioural

    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.

  • Serious Virtual Reality Exergaming (SVRE)Behavioural

    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.

  • Traditional Video Exercise (TVE)Behavioural

    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.

Study groups in NCT07749196
Study groupRoleWhat they receive
Sequence 1: GVRE-SVRE-TVEExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)
Sequence 2: SVRE-TVE-GVREExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)
Sequence 3: TVE-GVRE-SVREExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)
Sequence 4: GVRE-TVE-SVREExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)
Sequence 5: TVE-SVRE-GVREExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)
Sequence 6: SVRE-GVRE-TVEExperimentalParticipants 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.
Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE)

What is being measured

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

  1. Resting and Mean Exercise Heart Rate

    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.

    Measured: During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention

  2. Change in Rating of Perceived Exertion

    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.

    Measured: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  3. Change in Affective Valence Assessed With the Feeling Scale

    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.

    Measured: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  4. Change in Felt Arousal Assessed With the Felt Arousal Scale

    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.

    Measured: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

Secondary outcomes (6)
  1. Positive and Negative Experience

    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.

    Measured: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions

  2. Flow State

    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.

    Measured: Immediately after each 10-minute intervention during each of the three experimental sessions

  3. Exercise Enjoyment

    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.

    Measured: Immediately after each 10-minute intervention during each of the three experimental sessions

  4. Activity Satisfaction

    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.

    Measured: Immediately after each 10-minute intervention during each of the three experimental sessions

  5. System Usability

    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.

    Measured: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE

  6. Virtual Reality Discomfort

    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.

    Measured: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE

Timeline

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

  1. First posted6 Aug 2026
  2. Study start29 Jul 2026
  3. Primary completion30 Dec 2026 (estimated)
  4. Study completion30 Dec 2026 (estimated)

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
Basic science
Allocation
Randomised
Intervention model
Crossover
Masking
None (open label)
Enrolment
40 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07749196
Sponsor's protocol ID
1456730.03.60
Other IDs
325K759
Status last verified
Sep 2026
First submitted
1 Aug 2026
Last updated
14 Sep 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE) and Traditional Video Exercise (TVE) in people with Exergaming and Virtual Reality Physical Activity, run by Akdeniz 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 7 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: under way, not looking for participants, as of the sponsor's last update on 14 Sep 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?

This study is still under way. Results are not available in the source record yet.

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?

Resting and Mean Exercise Heart Rate (time frame: During each of the three experimental sessions: during the 3-minute pre-intervention rest period and continuously throughout the 10-minute intervention). 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 14 Sep 2026.

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