Sedentary BehaviorsVR-TRAD-EXNCT07567144
Effects of Virtual Reality and Traditional Exercise on Cognitive and Physical Performance in Sedentary Adults
A study testing Virtual Reality Exercise Training and Traditional Exercise Training in people with Sedentary Behaviors and Physical Inactivity, run by Recep Tayyip Erdogan University at 1 site in Turkey (Türkiye).
Trial summary
This study aimed to compare the effects of virtual reality (VR)-based exercise and traditional exercise methods on selected physiological and cognitive parameters in sedentary individuals. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Sedentary Behaviors, Physical Inactivity
- What is being tested?
- Virtual Reality Exercise Training and Traditional Exercise Training
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 33 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 5 Jan 2026to 1 Apr 2026
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Participants were selected from among individuals aged 18 and over who had not experienced any serious physical or psychological problems in the past 6 months, did not exercise regularly, did not regularly use alcohol or tobacco, and volunteered for the program.
Who cannot join
- -
Trial locations and contacts
1 site in 1 country.
About this study
Official title: A Comparison of Virtual Reality and Traditional Exercise Methods in Terms of Certain Physiological and Psychological Parameters
This study aimed to compare the effects of virtual reality (VR)-based exercise and traditional exercise methods on selected physiological and cognitive parameters in sedentary individuals. Sedentary lifestyles are increasingly associated with reduced physical fitness and impaired cognitive performance, including decreased concentration, slower reaction time, and reduced flexibility. While traditional exercise programs are effective, their long-term adherence may be limited due to low motivation.
Virtual reality-based exercise has emerged as an innovative approach that combines physical activity with interactive and engaging environments, potentially enhancing both motivation and cognitive engagement. Therefore, this study investigated whether VR-based exercise provides additional benefits compared to traditional exercise.
Read more
A total of 33 sedentary adults were randomly assigned to three groups: a VR exercise group, a traditional exercise group, and a control group. The intervention groups participated in structured exercise programs three times per week for eight weeks, while the control group maintained their usual lifestyle without exercise intervention.
Outcome measures included concentration, reaction time (hand and foot), balance, and flexibility, assessed before and after the intervention. The findings of this study are expected to contribute to understanding whether VR-based exercise can be used as an effective alternative to traditional exercise methods for improving both cognitive and physical performance in sedentary populations.
Read the detailed description
Physical inactivity is a major public health concern associated with increased risk of chronic diseases and decreased cognitive functioning. Sedentary behavior, particularly among young adults and university students, negatively affects both physiological parameters such as flexibility and balance, and cognitive functions such as attention and reaction time. Therefore, identifying effective and engaging exercise interventions is essential.
Virtual reality (VR)-based exercise has gained attention as a novel training modality that integrates physical movement with cognitive stimulation through immersive environments. Unlike traditional exercise, VR-based programs may enhance motivation, adherence, and cognitive engagement, potentially leading to greater improvements in both physical and mental performance.
This study was designed as a randomized controlled experimental trial with a pre-test-post-test design. Participants were sedentary individuals aged 18 years and older who did not engage in regular physical activity and had no significant health problems. A total of 33 participants were randomly assigned into three groups: VR training group (n=11), traditional training group (n=11), and control group (n=11).
The intervention lasted 8 weeks, with exercise sessions performed three times per week. Each session lasted approximately 25-30 minutes and included warm-up and cool-down periods. The VR group performed exercises using VR applications via a head-mounted display system, while the traditional group performed the same exercises in a real-world environment under supervision. The control group did not participate in any structured exercise program.
Outcome measures included:
Concentration (measured via EEG-based NeuroSky device), Reaction time (hand and foot, measured using a light-based reaction system), Balance (assessed with a balance disc), Flexibility (evaluated using the sit-and-reach test).
All measurements were conducted before and after the intervention under standardized conditions. Data were analyzed using parametric statistical methods, including paired-samples t-tests and one-way ANOVA, following confirmation of normal distribution and homogeneity of variances.
The study aimed to determine whether VR-based exercise provides superior or additional benefits compared to traditional exercise in improving cognitive-motor performance and physical fitness parameters. The findings are expected to support the development of innovative exercise strategies to combat sedentary lifestyles and improve overall health outcomes.
- Conditions
- Sedentary Behaviors, Physical Inactivity
- Being tested
- Virtual Reality Exercise Training, Traditional Exercise Training
- Keywords
- Sedentary Behavior, Physical Inactivity, Cognitive Function, Motor Performance
- Medical subject headings
- Sedentary Behavior
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual Reality Exercise TrainingOther
Also called VR Training
Participants in this intervention arm completed a structured virtual reality-based exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). Training sessions were performed using an Oculus 3 virtual reality headset and included interactive exercise modules delivered through VR applications (FitXR, Holofit, PowerBeats VR, and similar platforms). Each session consisted of standardized warm-up exercises, main training tasks targeting aerobic capacity, balance, reaction time, and flexibility, and a cool-down period. All sessions were conducted under controlled laboratory conditions with standardized environmental settings.
Traditional Exercise TrainingOther
Also called Traditional Training
Participants in this intervention arm completed a structured traditional exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). The training protocol consisted of the same exercise components as the VR group, including aerobic, strength, balance, and flexibility exercises, but performed in a real-world environment without virtual reality technology. Each session included standardized warm-up exercises, main exercise sets (such as squats, lunges, jumping, reaction drills, balance tasks, and flexibility exercises), and a cool-down period. All sessions were supervised and conducted under controlled laboratory conditions with standardized environmental settings.
| Study group | Role | What they receive |
|---|---|---|
| Traditional Exercise Training | Active comparator | Participants in this arm performed a structured traditional exercise program for 8 weeks, 3 days per week. The program included aerobic, strength, balance, and flexibility exercises identical in structure to the VR group but delivered in a real-world environment without virtual reality technology. Sessions included warm-up, main exercise sets, and cool-down phases under supervision. Receives: Other: Traditional Exercise Training |
| Virtual Reality Exercise Training | Experimental | Participants in this arm performed virtual reality-based exercise training for 8 weeks, 3 days per week. Training sessions were conducted using an Oculus 3 virtual reality headset and included structured exercise programs delivered through VR applications (e.g., FitXR, Holofit, PowerBeats VR). Each session consisted of warm-up, main exercise tasks targeting aerobic capacity, balance, reaction time, and flexibility, followed by a cool-down period. All sessions were performed under standardized laboratory conditions. Receives: Other: Virtual Reality Exercise Training |
| Control Group | No intervention | Participants in this arm did not receive any structured exercise intervention during the 8-week study period. They continued their normal daily activities and routine lifestyle without participation in any supervised training program. No VR-based or traditional exercise sessions were administered. Pre-test and post-test measurements were conducted in the same manner as the intervention groups. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor)
Concentration performance will be assessed using an EEG-based NeuroSky Mobile Brainwave Sensor. Participants will be asked to focus on a fixed object for 3 minutes, and attention levels will be recorded. The outcome will be expressed as the change in concentration score from baseline to post-intervention.
Measured: After 8 weeks of exercise intervention
Secondary outcomes (3)
Change in Reaction Time (Hand and Foot) Measured by Light Trainer System
Reaction time will be measured using an 8-module light-based reaction system. The average response time (milliseconds) across trials will be calculated for both hand and foot responses. The outcome will be reported as change from baseline.
Measured: After 8 weeks of exercise intervention
Change in Balance Performance Assessed by Togu Challenge Disc
Balance will be evaluated using a stability index scored on a 1-5 scale (1 = very good, 5 = very poor). The best performance score will be recorded and analyzed as change from baseline.
Measured: After 8 weeks of exercise intervention
Change in Flexibility Measured by Sit-and-Reach Test
Flexibility will be assessed using a sit-and-reach bench. The maximum reach distance (cm) will be recorded. The outcome will be expressed as change from baseline.
Measured: After 8 weeks of exercise intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 May 2026
- Study start5 Jan 2026
- Primary completion15 Jan 2026
- Study completion1 Apr 2026
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 Sedentary BehaviorsStudies 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
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Model description
- This study utilized an experimental research model from quantitative research models. The experimental model was implemented as a design including pre-test and post-test applications. Experimental research aims to test the effects of differences created by the researcher on the dependent variable. The main purpose of experimental design is to determine the cause-and-effect relationship between variables. In this design, groups were formed as experimental and control groups through random assignment. Accordingly, experimental and control groups were formed using the purposive sampling method in this study. The dependent variables of the research were considered as concentration, reaction, balance, and flexibility. The independent variables were determined as virtual reality training and traditional training. The study was conducted according to virtual reality and traditional training protocols prepared for 8 weeks.
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 33 participants (actual)
Sponsor and investigators
- Lead sponsor
- Recep Tayyip Erdogan University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Esranur Terzi, Recep Tayyip Erdogan University
- Investigators
- Halil İ Çakır, Asst. Prof. Dr., Principal investigator, Recep Tayyip Erdogan University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07567144
- Sponsor's protocol ID
- RTEU-VR-EX-2024-01
- Other IDs
- 02026004016266
- Acronym
- VR-TRAD-EX
- Status last verified
- Apr 2026
- First submitted
- 21 Apr 2026
- Last updated
- 5 May 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Cakir HI, Terzi E. Effects of virtual reality and traditional exercise on cognitive and physical performance in sedentary adults: a randomised controlled trial. BMC Sports Sci Med Rehabil. 2026 Sep 5;18(1):538. doi: 10.1186/s13102-026-02022-y.
PubMed 42958576
Study at a glance
From the registry record, last updated by the sponsor on 5 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- A Comparison of Virtual Reality and Traditional Exercise Methods in Terms of Certain Physiological and Psychological Parameters
- ClinicalTrials.gov ID
- NCT07567144
- Acronym / sponsor ID
- VR-TRAD-EX / RTEU-VR-EX-2024-01
- Conditions
- Sedentary Behaviors, Physical Inactivity
- Keywords
- Sedentary Behavior, Physical Inactivity, Cognitive Function, Motor Performance
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 33 participants (actual)
- Lead sponsor
- Recep Tayyip Erdogan UniversityUniversity, hospital or other
- Study start
- 5 Jan 2026 (actual)
- Primary completion
- 15 Jan 2026 (actual)
- Study completion
- 1 Apr 2026 (actual)
- First posted
- 5 May 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.
This study aimed to compare the effects of virtual reality (VR)-based exercise and traditional exercise methods on selected physiological and cognitive parameters in sedentary individuals. Sedentary lifestyles are increasingly associated with reduced physical fitness and impaired cognitive performance, including decreased concentration, slower reaction time, and reduced flexibility. While traditional exercise programs are effective, their long-term adherence may be limited due to low motivation.
Virtual reality-based exercise has emerged as an innovative approach that combines physical activity with interactive and engaging environments, potentially enhancing both motivation and cognitive engagement. Therefore, this study investigated whether VR-based exercise provides additional benefits compared to traditional exercise.
A total of 33 sedentary adults were randomly assigned to three groups: a VR exercise group, a traditional exercise group, and a control group. The intervention groups participated in structured exercise programs three times per week for eight weeks, while the control group maintained their usual lifestyle without exercise intervention.
Outcome measures included concentration, reaction time (hand and foot), balance, and flexibility, assessed before and after the intervention. The findings of this study are expected to contribute to understanding whether VR-based exercise can be used as an effective alternative to traditional exercise methods for improving both cognitive and physical performance in sedentary populations.
Detailed description
Physical inactivity is a major public health concern associated with increased risk of chronic diseases and decreased cognitive functioning. Sedentary behavior, particularly among young adults and university students, negatively affects both physiological parameters such as flexibility and balance, and cognitive functions such as attention and reaction time. Therefore, identifying effective and engaging exercise interventions is essential.
Virtual reality (VR)-based exercise has gained attention as a novel training modality that integrates physical movement with cognitive stimulation through immersive environments. Unlike traditional exercise, VR-based programs may enhance motivation, adherence, and cognitive engagement, potentially leading to greater improvements in both physical and mental performance.
This study was designed as a randomized controlled experimental trial with a pre-test-post-test design. Participants were sedentary individuals aged 18 years and older who did not engage in regular physical activity and had no significant health problems. A total of 33 participants were randomly assigned into three groups: VR training group (n=11), traditional training group (n=11), and control group (n=11).
The intervention lasted 8 weeks, with exercise sessions performed three times per week. Each session lasted approximately 25-30 minutes and included warm-up and cool-down periods. The VR group performed exercises using VR applications via a head-mounted display system, while the traditional group performed the same exercises in a real-world environment under supervision. The control group did not participate in any structured exercise program.
Outcome measures included:
Concentration (measured via EEG-based NeuroSky device), Reaction time (hand and foot, measured using a light-based reaction system), Balance (assessed with a balance disc), Flexibility (evaluated using the sit-and-reach test).
All measurements were conducted before and after the intervention under standardized conditions. Data were analyzed using parametric statistical methods, including paired-samples t-tests and one-way ANOVA, following confirmation of normal distribution and homogeneity of variances.
The study aimed to determine whether VR-based exercise provides superior or additional benefits compared to traditional exercise in improving cognitive-motor performance and physical fitness parameters. The findings are expected to support the development of innovative exercise strategies to combat sedentary lifestyles and improve overall health outcomes.
Study design
- Primary purpose
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 3
- Model description
- This study utilized an experimental research model from quantitative research models. The experimental model was implemented as a design including pre-test and post-test applications. Experimental research aims to test the effects of differences created by the researcher on the dependent variable. The main purpose of experimental design is to determine the cause-and-effect relationship between variables. In this design, groups were formed as experimental and control groups through random assignment. Accordingly, experimental and control groups were formed using the purposive sampling method in this study. The dependent variables of the research were considered as concentration, reaction, balance, and flexibility. The independent variables were determined as virtual reality training and traditional training. The study was conducted according to virtual reality and traditional training protocols prepared for 8 weeks.
| Arm | Type | Receives |
|---|---|---|
| Traditional Exercise Training | Active comparator | Other: Traditional Exercise TrainingParticipants in this arm performed a structured traditional exercise program for 8 weeks, 3 days per week. The program included aerobic, strength, balance, and flexibility exercises identical in structure to the VR group but delivered in a real-world environment without virtual reality technology. Sessions included warm-up, main exercise sets, and cool-down phases under supervision. |
| Virtual Reality Exercise Training | Experimental | Other: Virtual Reality Exercise TrainingParticipants in this arm performed virtual reality-based exercise training for 8 weeks, 3 days per week. Training sessions were conducted using an Oculus 3 virtual reality headset and included structured exercise programs delivered through VR applications (e.g., FitXR, Holofit, PowerBeats VR). Each session consisted of warm-up, main exercise tasks targeting aerobic capacity, balance, reaction time, and flexibility, followed by a cool-down period. All sessions were performed under standardized laboratory conditions. |
| Control Group | No intervention | –Participants in this arm did not receive any structured exercise intervention during the 8-week study period. They continued their normal daily activities and routine lifestyle without participation in any supervised training program. No VR-based or traditional exercise sessions were administered. Pre-test and post-test measurements were conducted in the same manner as the intervention groups. |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (1 listed)
- Participants were selected from among individuals aged 18 and over who had not experienced any serious physical or psychological problems in the past 6 months, did not exercise regularly, did not regularly use alcohol or tobacco, and volunteered for the program.
Key exclusion criteria (1 listed)
- -
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 Exercise TrainingAlso: VR TrainingParticipants in this intervention arm completed a structured virtual reality-based exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). Training sessions were performed using an Oculus 3 virtual reality headset and included interactive exercise modules delivered through VR applications (FitXR, Holofit, PowerBeats VR, and similar platforms). Each session consisted of standardized warm-up exercises, main training tasks targeting aerobic capacity, balance, reaction time, and flexibility, and a cool-down period. All sessions were conducted under controlled laboratory conditions with standardized environmental settings. | Other | Virtual Reality Exercise Training |
| Traditional Exercise TrainingAlso: Traditional TrainingParticipants in this intervention arm completed a structured traditional exercise training program for 8 weeks, with sessions conducted 3 days per week (Monday, Wednesday, and Friday). The training protocol consisted of the same exercise components as the VR group, including aerobic, strength, balance, and flexibility exercises, but performed in a real-world environment without virtual reality technology. Each session included standardized warm-up exercises, main exercise sets (such as squats, lunges, jumping, reaction drills, balance tasks, and flexibility exercises), and a cool-down period. All sessions were supervised and conducted under controlled laboratory conditions with standardized environmental settings. | Other | Traditional Exercise Training |
Primary outcome
Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor)
Time frame: After 8 weeks of exercise intervention
Concentration performance will be assessed using an EEG-based NeuroSky Mobile Brainwave Sensor. Participants will be asked to focus on a fixed object for 3 minutes, and attention levels will be recorded. The outcome will be expressed as the change in concentration score from baseline to post-intervention.
3 secondary outcomes
Change in Reaction Time (Hand and Foot) Measured by Light Trainer System
Time frame: After 8 weeks of exercise intervention
Change in Balance Performance Assessed by Togu Challenge Disc
Time frame: After 8 weeks of exercise intervention
Change in Flexibility Measured by Sit-and-Reach Test
Time frame: After 8 weeks of exercise intervention
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 5 May 2026.
- Derived from this study: PubMed 42958576Cakir HI, Terzi E. Effects of virtual reality and traditional exercise on cognitive and physical performance in sedentary adults: a randomised controlled trial. BMC Sports Sci Med Rehabil. 2026 Sep 5;18(1):538. doi: 10.1186/s13102-026-02022-y.
- 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.
Halil İ Çakır, Asst. Prof. Dr. principal investigator
Recep Tayyip Erdogan 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 Virtual Reality Exercise Training and Traditional Exercise Training in people with Sedentary Behaviors and Physical Inactivity, run by Recep Tayyip Erdogan University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 5 May 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in Concentration Level Measured by EEG (NeuroSky Mobile Brainwave Sensor) (time frame: After 8 weeks of exercise intervention). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07567144, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 May 2026.