ExergameNCT06889597
Effects of VR and MR Exergaming on Mood and Executive Function During Workplace Microbreaks
A study testing Experimental in people with Exergame and Active Video Games (AVG), run by Akdeniz University at 1 site in Turkey (Türkiye).
Trial summary
This study aims to evaluate the effects of virtual reality (VR) and mixed reality (MR) exergaming interventions during workplace microbreaks on mood and executive functions. A crossover experimental design will be implemented with desk-based administrative employees. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Exergame, Active Video Games (AVG), Mood State
- What is being tested?
- Experimental
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 28 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 10 Mar 2025to 11 Jun 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 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- Aged 18 years and older
- No regular physical exercise in the last three months (less than three days per week, less than 30 minutes per session)
- No prior experience with VR/MR technologies
- No history of neurological or cardiovascular disorders
- No epilepsy, vertigo, or inner ear conditions
- No use of medications affecting the central nervous system
- Low or moderate physical activity levels, as assessed by the International Physical Activity Questionnaire (IPAQ)
- Cleared for physical activity based on the Physical Activity Readiness Questionnaire (PAR-Q)
Who cannot join
- High physical activity levels as indicated by the IPAQ
- Not meeting the safety criteria for physical activity according to the PAR-Q
- Individuals experiencing dizziness, nausea, or discomfort while using VR/MR
- Vision impairments that prevent the use of VR/MR headsets
- Pregnant individuals
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effects of Virtual and Mixed Reality Exergaming on Mood and Executive Functioning During Micro Breaks at Work: A Randomized Crossover Trial
This study aims to evaluate the effects of virtual reality (VR) and mixed reality (MR) exergaming interventions during workplace microbreaks on mood and executive functions. A crossover experimental design will be implemented with desk-based administrative employees. Participants will be randomly assigned to three conditions: VR exergaming, MR exergaming, and passive rest. Executive functions will be assessed using the PEBL Victoria Stroop Test, and mood state will be evaluated with the Positive Affect Subscale of PANAS (PA-PANAS). Secondary measures include heart rate, perceived exertion, and exercise adherence intention.The study will address the following research questions:
How do VR and MR exergames influence executive functions compared to passive rest? How do VR and MR exergames affect mood states in workers compared to passive rest? How do VR and MR exergames compare in terms of heart rate response and perceived exertion during workplace microbreaks? How do VR and MR exergames impact exercise enjoyment and the intention to continue exergaming?
- Being tested
- Experimental
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
ExperimentalOther
Also called VR EXERGAME
Virtual Reality Exergame (VR) Participants will engage in a 5-minute fully immersive Virtual Reality (VR) exergame session using the PowerBeatsVR application. This intervention takes place in a virtual environment where participants perform rhythm-based physical activities such as punching targets and dodging obstacles. The VR session isolates participants from their real-world surroundings, offering a highly immersive experience designed to promote physical activity and assess its physiological and psychological effects.
ExperimentalOther
Also called MR EXERGAME
Mixed Reality Exergame (MR) Participants will engage in a 5-minute Mixed Reality (MR) exergame session using PowerBeatsVR in MR mode. Unlike VR, this intervention integrates virtual elements into the real-world environment, allowing participants to maintain awareness of their physical surroundings while interacting with digital content. This hybrid experience reduces the risk of cybersickness while providing a practical approach for workplace settings.
| Study group | Role | What they receive |
|---|---|---|
| VR EXERGAME | Experimental | Participants will engage in a Virtual Reality (VR)-based exergame session using the PowerBeatsVR application. The session will include rhythm-based exercises, such as punching targets and dodging obstacles, aimed at promoting physical activity during a short break in the workplace. Receives: Other: Experimental |
| MR EXERGAME | Experimental | Participants will engage in a Mixed Reality (MR)-based exergame session using the PowerBeatsVR application in MR mode. This condition allows participants to interact with virtual elements while maintaining awareness of their physical surroundings. Receives: Other: Experimental |
| REST | No intervention | Participants will remain seated in a quiet room for the same duration as the VR and MR sessions. During this time, they will be asked to rest without engaging in any physical activity. Talking, using mobile devices, or interacting with others will not be allowed to ensure a consistent resting condition across participants. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Executive Functions
Executive functions will be assessed using the PEBL Victoria Stroop Test. This test evaluates cognitive control, reaction time, and error rates in different experimental conditions. To eliminate learning effects, each participant will complete two practice trials before the experimental session. The test consists of three phases (1. Neutral words (words without color conflict), 2. Congruent words (words where the meaning matches the text color), 3.Incongruent words (words where the meaning differs from the text color).
Participants will be instructed to identify the color of the word as quickly and accurately as possible. Reaction times (in milliseconds) and error rates will be recorded.
Measured: Baseline and immediately post-intervention (within 5 minutes after the session
Mood State
Participants' mood states will be assessed using the Positive Affect subscale of the Positive and Negative Affect Schedule (PANAS). PANAS is a widely used self-report instrument designed to measure two distinct dimensions of affective states: Positive Affect (PA) and Negative Affect (NA). However, in this study, only the PA subscale will be utilized. This decision is based on the study's focus on the short-term affective benefits of VR and MR exercise, as physical activity is predominantly linked to improvements in positive emotions rather than significant reductions in negative affect. Additionally, since negative emotions may not exhibit substantial changes in a single-session exercise context, analyzing only positive affect provides a clearer understanding of the intervention's psychological benefits.
Measured: Baseline and immediately post-intervention (within 5 minutes after the session)
Secondary outcomes (3)
Heart Rate
Heart rate will be measured using a Polar H10 chest strap sensor at two time points: pre-exercise and during the session. All HR data will be recorded in real time via the Polar Flow application. The HR measurements will be used to assess the physiological load of the exercise and compare differences across conditions.
Measured: Baseline and during intervention
Perceived Exertion
Subjective physical exertion will be evaluated using the Borg Rating of Perceived Exertion (RPE) Scale (6-20) before and after each session. This scale measures subjective physical effort perception and is widely used for assessing exercise intensity.
Measured: Baseline and immediately post-intervention (within 5 minutes after the session)
Intention to Continue
Participants' intention to engage in VR and MR-based exercise in the future will be measured using a 7-point Likert scale (1 = Not at all likely, 7 = Definitely will repeat). Higher scores indicate a stronger intention to continue using VR/MR-based exercise programs in the future. This outcome will help determine the long-term engagement potential of immersive exercise formats.
Measured: Immediately post-intervention (within 5 minutes after the session)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted21 Mar 2025
- Study start10 Mar 2025
- Primary completion11 Jun 2025
- Study completion11 Jun 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for ExergameStudies of the same condition, open and under way.
- More trials run by Akdeniz UniversityThe sponsor's other registered studies.
- 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
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Enrolment
- 28 participants (actual)
Sponsor and investigators
- Lead sponsor
- Akdeniz University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Abdullah Kayhan, Akdeniz University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06889597
- Sponsor's protocol ID
- 06032025-05-118
- Status last verified
- Sep 2025
- First submitted
- 17 Mar 2025
- Last updated
- 17 Sep 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Kayhan B, Kayhan A, Dal EM. Effects of virtual and mixed reality exergaming microbreaks on positive affect and inhibitory control in desk-based employees: A randomized crossover trial. Work. 2026 Jul 21:10519815261471508. doi: 10.1177/10519815261471508. Online ahead of print.
PubMed 42482558
Study at a glance
From the registry record, last updated by the sponsor on 17 Sep 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effects of Virtual and Mixed Reality Exergaming on Mood and Executive Functioning During Micro Breaks at Work: A Randomized Crossover Trial
- ClinicalTrials.gov ID
- NCT06889597
- Acronym / sponsor ID
- 06032025-05-118
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 28 participants (actual)
- Lead sponsor
- Akdeniz UniversityUniversity, hospital or other
- Study start
- 10 Mar 2025 (actual)
- Primary completion
- 11 Jun 2025 (actual)
- Study completion
- 11 Jun 2025 (actual)
- First posted
- 21 Mar 2025 (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 study aims to evaluate the effects of virtual reality (VR) and mixed reality (MR) exergaming interventions during workplace microbreaks on mood and executive functions. A crossover experimental design will be implemented with desk-based administrative employees. Participants will be randomly assigned to three conditions: VR exergaming, MR exergaming, and passive rest. Executive functions will be assessed using the PEBL Victoria Stroop Test, and mood state will be evaluated with the Positive Affect Subscale of PANAS (PA-PANAS). Secondary measures include heart rate, perceived exertion, and exercise adherence intention.The study will address the following research questions:
How do VR and MR exergames influence executive functions compared to passive rest? How do VR and MR exergames affect mood states in workers compared to passive rest? How do VR and MR exergames compare in terms of heart rate response and perceived exertion during workplace microbreaks? How do VR and MR exergames impact exercise enjoyment and the intention to continue exergaming?
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| VR EXERGAME | Experimental | Other: ExperimentalParticipants will engage in a Virtual Reality (VR)-based exergame session using the PowerBeatsVR application. The session will include rhythm-based exercises, such as punching targets and dodging obstacles, aimed at promoting physical activity during a short break in the workplace. |
| MR EXERGAME | Experimental | Other: ExperimentalParticipants will engage in a Mixed Reality (MR)-based exergame session using the PowerBeatsVR application in MR mode. This condition allows participants to interact with virtual elements while maintaining awareness of their physical surroundings. |
| REST | No intervention | –Participants will remain seated in a quiet room for the same duration as the VR and MR sessions. During this time, they will be asked to rest without engaging in any physical activity. Talking, using mobile devices, or interacting with others will not be allowed to ensure a consistent resting condition across participants. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (8 listed)
- Aged 18 years and older
- No regular physical exercise in the last three months (less than three days per week, less than 30 minutes per session)
- No prior experience with VR/MR technologies
- No history of neurological or cardiovascular disorders
- No epilepsy, vertigo, or inner ear conditions
Key exclusion criteria (5 listed)
- High physical activity levels as indicated by the IPAQ
- Not meeting the safety criteria for physical activity according to the PAR-Q
- Individuals experiencing dizziness, nausea, or discomfort while using VR/MR
- Vision impairments that prevent the use of VR/MR headsets
- Pregnant individuals
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 |
|---|---|---|
| ExperimentalAlso: VR EXERGAMEVirtual Reality Exergame (VR) Participants will engage in a 5-minute fully immersive Virtual Reality (VR) exergame session using the PowerBeatsVR application. This intervention takes place in a virtual environment where participants perform rhythm-based physical activities such as punching targets and dodging obstacles. The VR session isolates participants from their real-world surroundings, offering a highly immersive experience designed to promote physical activity and assess its physiological and psychological effects. | Other | MR EXERGAME |
| ExperimentalAlso: MR EXERGAMEMixed Reality Exergame (MR) Participants will engage in a 5-minute Mixed Reality (MR) exergame session using PowerBeatsVR in MR mode. Unlike VR, this intervention integrates virtual elements into the real-world environment, allowing participants to maintain awareness of their physical surroundings while interacting with digital content. This hybrid experience reduces the risk of cybersickness while providing a practical approach for workplace settings. | Other | VR EXERGAME |
Primary outcome
Executive Functions
Time frame: Baseline and immediately post-intervention (within 5 minutes after the session
Executive functions will be assessed using the PEBL Victoria Stroop Test. This test evaluates cognitive control, reaction time, and error rates in different experimental conditions. To eliminate learning effects, each participant will complete two practice trials before the experimental session. The test consists of three phases (1. Neutral words (words without color conflict), 2. Congruent words (words where the meaning matches the text color), 3.Incongruent words (words where the meaning differs from the text color). Participants will be instructed to identify the color of the word as quickly and accurately as possible. Reaction times (in milliseconds) and error rates will be recorded.
Mood State
Time frame: Baseline and immediately post-intervention (within 5 minutes after the session)
Participants' mood states will be assessed using the Positive Affect subscale of the Positive and Negative Affect Schedule (PANAS). PANAS is a widely used self-report instrument designed to measure two distinct dimensions of affective states: Positive Affect (PA) and Negative Affect (NA). However, in this study, only the PA subscale will be utilized. This decision is based on the study's focus on the short-term affective benefits of VR and MR exercise, as physical activity is predominantly linked to improvements in positive emotions rather than significant reductions in negative affect. Additionally, since negative emotions may not exhibit substantial changes in a single-session exercise context, analyzing only positive affect provides a clearer understanding of the intervention's psychological benefits.
3 secondary outcomes
Heart Rate
Time frame: Baseline and during intervention
Perceived Exertion
Time frame: Baseline and immediately post-intervention (within 5 minutes after the session)
Intention to Continue
Time frame: Immediately post-intervention (within 5 minutes after the session)
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 17 Sep 2025.
- Derived from this study: PubMed 42482558Kayhan B, Kayhan A, Dal EM. Effects of virtual and mixed reality exergaming microbreaks on positive affect and inhibitory control in desk-based employees: A randomized crossover trial. Work. 2026 Jul 21:10519815261471508. doi: 10.1177/10519815261471508. Online ahead of print.
- 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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Experimental in people with Exergame and Active Video Games (AVG), 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 8 inclusion and 5 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 17 Sep 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 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?
Executive Functions (time frame: Baseline and immediately post-intervention (within 5 minutes after the session). The study lists 2 primary outcomes in all. 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 NCT06889597, 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 17 Sep 2025.