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).
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
- Conditions the study is for
- Exergaming, Virtual Reality Physical Activity, Workplace Exercise
- What is being tested?
- Gamified Virtual Reality Exergaming (GVRE), Serious Virtual Reality Exergaming (SVRE) and Traditional Video Exercise (TVE)
- Type of treatment
- Lifestyle or therapy programme
- 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
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 group | Role | What they receive |
|---|---|---|
| Sequence 1: GVRE-SVRE-TVE | Experimental | 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. Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE) |
| Sequence 2: SVRE-TVE-GVRE | Experimental | 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. Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE) |
| Sequence 3: TVE-GVRE-SVRE | Experimental | 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. Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE) |
| Sequence 4: GVRE-TVE-SVRE | Experimental | 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. Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE) |
| Sequence 5: TVE-SVRE-GVRE | Experimental | 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. Receives: Behavioral: Gamified Virtual Reality Exergaming (GVRE); Behavioral: Serious Virtual Reality Exergaming (SVRE); Behavioral: Traditional Video Exercise (TVE) |
| Sequence 6: SVRE-GVRE-TVE | Experimental | 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. 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.
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
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
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
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)
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
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
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
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
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
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.
- First posted6 Aug 2026
- Study start29 Jul 2026
- Primary completion30 Dec 2026 (estimated)
- Study completion30 Dec 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for ExergamingStudies 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
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Enrolment
- 40 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Akdeniz University
- Sponsor type
- University, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Responsible party
- Principal investigator, Abdullah Kayhan, Akdeniz University
- Investigators
- Tennur Yerlisu Lapa, PhD, Study director, Akdeniz University
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
Study at a glance
From the registry record, last updated by the sponsor on 14 Sep 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees
- ClinicalTrials.gov ID
- NCT07749196
- Acronym / sponsor ID
- 1456730.03.60
- Study type
- Interventional
- Recruitment status
- Active, not recruiting
- Enrolment
- 40 participants (estimated)
- Lead sponsor
- Akdeniz UniversityUniversity, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Study start
- 29 Jul 2026 (actual)
- Primary completion
- 30 Dec 2026 (estimated)
- Study completion
- 30 Dec 2026 (estimated)
- First posted
- 6 Aug 2026 (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.
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
Study design
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Number of arms
- 6
| Arm | Type | Receives |
|---|---|---|
| Sequence 1: GVRE-SVRE-TVE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (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. |
| Sequence 2: SVRE-TVE-GVRE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (TVE)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. |
| Sequence 3: TVE-GVRE-SVRE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (TVE)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. |
| Sequence 4: GVRE-TVE-SVRE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (TVE)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. |
| Sequence 5: TVE-SVRE-GVRE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (TVE)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. |
| Sequence 6: SVRE-GVRE-TVE | Experimental | Behavioral: Gamified Virtual Reality Exergaming (GVRE), Behavioral: Serious Virtual Reality Exergaming (SVRE), Behavioral: Traditional Video Exercise (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. |
Who may qualify
- Ages
- 24 to 60 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (7 listed)
- 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
Key exclusion criteria (6 listed)
- 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
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 |
|---|---|---|
| Gamified Virtual Reality Exergaming (GVRE)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. | Behavioural | Sequence 1: GVRE-SVRE-TVE, Sequence 2: SVRE-TVE-GVRE, Sequence 3: TVE-GVRE-SVRE, Sequence 4: GVRE-TVE-SVRE, Sequence 5: TVE-SVRE-GVRE, Sequence 6: SVRE-GVRE-TVE |
| Serious Virtual Reality Exergaming (SVRE)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. | Behavioural | Sequence 1: GVRE-SVRE-TVE, Sequence 2: SVRE-TVE-GVRE, Sequence 3: TVE-GVRE-SVRE, Sequence 4: GVRE-TVE-SVRE, Sequence 5: TVE-SVRE-GVRE, Sequence 6: SVRE-GVRE-TVE |
| Traditional Video Exercise (TVE)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. | Behavioural | Sequence 1: GVRE-SVRE-TVE, Sequence 2: SVRE-TVE-GVRE, Sequence 3: TVE-GVRE-SVRE, Sequence 4: GVRE-TVE-SVRE, Sequence 5: TVE-SVRE-GVRE, Sequence 6: SVRE-GVRE-TVE |
Primary outcome
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
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.
Change in Rating of Perceived Exertion
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
Change in Affective Valence Assessed With the Feeling Scale
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
Change in Felt Arousal Assessed With the Felt Arousal Scale
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
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.
6 secondary outcomes
Positive and Negative Experience
Time frame: Immediately before and immediately after each 10-minute intervention during each of the three experimental sessions
Flow State
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
Exercise Enjoyment
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
Activity Satisfaction
Time frame: Immediately after each 10-minute intervention during each of the three experimental sessions
System Usability
Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
Virtual Reality Discomfort
Time frame: Immediately after each of the two 10-minute virtual reality interventions: GVRE and SVRE
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 14 Sep 2026.
- 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.
Tennur Yerlisu Lapa, PhD study director
Akdeniz 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 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.