Virtual Reality TherapyVR-ExergameNCT07192562
Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers
A study testing Virtual Reality-Based Exercise Program in people with Virtual Reality Therapy, run by Medipol University at 1 site in Turkey (Türkiye).
Trial summary
Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames. Read more about this study
- Who is it for?
- Ages 30 to 60 yearsHealthy volunteers can take part
- Conditions the study is for
- Virtual Reality Therapy
- What is being tested?
- Virtual Reality-Based Exercise Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 32 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 10 Nov 2024to 10 Mar 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 30 to 60 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Being between 30-60 years of age
- Being employed as an academic or administrative employees member at a university
- Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results
- Not starting any regular physical activity programs during the study period
- Having normal blood pressure and circulatory conditions
- No conditions preventing the use of VR technology and games (e.g., severe motion sickness)
- Voluntarily agreeing to participate in the study and providing written informed consent
Who cannot join
- Pregnancy
- Presence of neurological and/or psychological disorders
- Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise
- Presence of vestibular disorders
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees
Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames.
This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16).
Read more
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature.
Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.
- Conditions
- Virtual Reality Therapy
- Being tested
- Virtual Reality-Based Exercise Program
- Keywords
- Sedentary Lifestyle, Virtual Reality Exercise, Exergames, Balance, Cognitive Function
- 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-Based Exercise ProgramBehavioural
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Exercise Group | Experimental | Participants performed a virtual reality-based exercise program using the Meta Quest 2 headset. Two commercial exergames (Beat Saber and PowerBeatsVR) were implemented twice weekly for six weeks (12 sessions total). Each session lasted approximately 30-35 minutes and included full-body movements such as punching, squatting, dodging, and stepping. Receives: Behavioral: Virtual Reality-Based Exercise Program |
| Control Group | No intervention | Participants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Postural Balance Performance
Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement .
Measured: Baseline and 6 weeks post-intervention
Cognitive Performance
Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance.
Measured: Baseline and 6 weeks post-intervention
Body Mass Index (BMI)
BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided.
Measured: Baseline and 6 weeks post-intervention
Change in Static Balance
Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero.
Measured: Time Frame: Baseline and 6 weeks post-intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted25 Sep 2025
- Study start10 Nov 2024
- Primary completion10 Feb 2025
- Study completion10 Mar 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Virtual Reality TherapyStudies of the same condition, open and under way.
- More trials run by Medipol 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
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- This was a two-arm, parallel-group, randomized controlled trial. Participants were randomly assigned in a 1:1 ratio to either the VR Exercise Group or the Control Group. The VR group received a 6-week virtual reality-based exercise intervention (two sessions per week, \~30-35 minutes each), while the Control group continued their usual daily routines without structured exercise.
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 32 participants (actual)
Sponsor and investigators
- Lead sponsor
- Medipol University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Hakan GÜLER, Medipol University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07192562
- Sponsor's protocol ID
- HGULER
- Other IDs
- BAP-2024/57 No:E-93425710-604
- Acronym
- VR-Exergame
- Status last verified
- Sep 2025
- First submitted
- 9 Sep 2025
- Last updated
- 25 Sep 2025
- Results posted
- No
- Data monitoring committee
- Yes
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Individual participant data (IPD) will not be shared.
Study at a glance
From the registry record, last updated by the sponsor on 25 Sep 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effects of Virtual Reality-Based Exercise Games on Physical and Cognitive Health in Sedentary Workplace Employees
- ClinicalTrials.gov ID
- NCT07192562
- Acronym / sponsor ID
- VR-Exergame / HGULER
- Conditions
- Virtual Reality Therapy
- Keywords
- Sedentary Lifestyle, Virtual Reality Exercise, Exergames, Balance, Cognitive Function
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 32 participants (actual)
- Lead sponsor
- Medipol UniversityUniversity, hospital or other
- Study start
- 10 Nov 2024 (actual)
- Primary completion
- 10 Feb 2025 (actual)
- Study completion
- 10 Mar 2025 (actual)
- First posted
- 25 Sep 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.
Sedentary behavior in the workplace is associated with declines in both physical and cognitive health. Traditional exercise programs are often difficult to sustain among workplace employees, leading to an increased interest in digital and interactive solutions such as virtual reality (VR)-based exergames.
This randomized controlled study investigated the feasibility and effects of a VR-based exercise intervention on physical and cognitive outcomes in sedentary university employees. A total of 32 participants aged 30-60 years with low physical activity levels (<600 MET-min/week) were recruited and randomized into two groups: VR Exercise (n=16) and Control (n=16).
Participants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements.Game difficulty increased weekly (Figure 2). Adverse events (eg, cybersickness, dizziness, nausea) were monitored throughout each session. No adverse events were reported in either group. According to the Virtual Reality Institute of Health and Exercise, Beat Saber is classified as a moderate-intensity activity, while PowerBeatsVR is classified as high-intensity , which supports the game selection rationale in this study. Participants' sessions were monitored using a Huawei D15 laptop, and a safety boundary was configured using the VR system's room-scale feature.
Balance was assessed using the Becure Balance System and Flamingo Balance Test, while cognitive performance was measured with the CNS Vital Signs battery, which evaluates domains such as memory, attention, processing speed, and executive function. BMI was also recorded.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
- Model description
- This was a two-arm, parallel-group, randomized controlled trial. Participants were randomly assigned in a 1:1 ratio to either the VR Exercise Group or the Control Group. The VR group received a 6-week virtual reality-based exercise intervention (two sessions per week, ~30-35 minutes each), while the Control group continued their usual daily routines without structured exercise.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Exercise Group | Experimental | Behavioral: Virtual Reality-Based Exercise ProgramParticipants performed a virtual reality-based exercise program using the Meta Quest 2 headset. Two commercial exergames (Beat Saber and PowerBeatsVR) were implemented twice weekly for six weeks (12 sessions total). Each session lasted approximately 30-35 minutes and included full-body movements such as punching, squatting, dodging, and stepping. |
| Control Group | No intervention | –Participants did not receive any structured exercise intervention and continued their usual daily routines throughout the 6-week study period. |
Who may qualify
- Ages
- 30 to 60 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (7 listed)
- Being between 30-60 years of age
- Being employed as an academic or administrative employees member at a university
- Classified as inactive (sedentary) according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF) results
- Not starting any regular physical activity programs during the study period
- Having normal blood pressure and circulatory conditions
Key exclusion criteria (4 listed)
- Pregnancy
- Presence of neurological and/or psychological disorders
- Having cardiovascular, respiratory, joint, or other orthopedic conditions that would prevent safe participation in exercise
- Presence of vestibular disorders
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 |
|---|---|---|
| Virtual Reality-Based Exercise ProgramParticipants in the VR Exercise Group received a virtual reality-based physical activity intervention using the "Meta Quest 2" headset. Two exergames, "Beat Saber" and "PowerBeatsVR", were implemented twice a week for six weeks, totalling 12 exercise sessions. Each session lasted 30-35 minutes and was conducted individually during work hours. Beat Saber provided rhythm-based tasks involving block slicing and obstacle dodging, while PowerBeatsVR included high-intensity punching, squatting, and side-stepping movements. Game difficulty increased weekly. | Behavioural | Virtual Reality Exercise Group |
Primary outcome
Postural Balance Performance
Time frame: Baseline and 6 weeks post-intervention
Postural balance was objectively measured using the Becure Balance System, a low-cost, portable force platform enhanced with sensors. Six sub-tests were conducted: double-leg stance with eyes open/closed, single-leg stance (right/left), foam surface double-leg stance with eyes open/closed. The system provides real-time feedback and detailed reports on postural sway and center of pressure (COP) movement .
Cognitive Performance
Time frame: Baseline and 6 weeks post-intervention
Cognitive functions were evaluated using the CNS Vital Signs test battery, which provides scores for domains such as psychomotor speed, processing speed, motor speed, memory, and executive function. Higher scores indicate better performance.
Body Mass Index (BMI)
Time frame: Baseline and 6 weeks post-intervention
BMI was calculated as body weight in kilograms divided by height in meters squared (kg/m²). No additional interventions for weight control were provided.
Change in Static Balance
Time frame: Time Frame: Baseline and 6 weeks post-intervention
Flamingo Balance Test: This Eurofit static balance test assessed participants' ability to maintain balance on a wooden beam (50 cm long, 5 cm high, 3 cm wide) using their dominant leg. Total loss of balance within 60 seconds was recorded. If more than 15 falls occurred in the first 30 seconds, the test was terminated and scored zero.
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 25 Sep 2025.
- Individual participant dataSharing planned: No. Individual participant data (IPD) will not be shared.
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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 Virtual Reality-Based Exercise Program in people with Virtual Reality Therapy, run by Medipol 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 4 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 25 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?
Postural Balance Performance (time frame: Baseline and 6 weeks post-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 25 Sep 2025.