An interventional study of Experimental and Experimental in Exergame, Active Video Games (AVG) and Mood State, sponsored by Akdeniz University. Completed at 1 site in Turkey (Türkiye). Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2025-09-17.
Sponsored by Akdeniz University · Not applicable, Interventional, and Other
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?
Akdeniz University is the lead sponsor of 290 studies on the registry; 61 are open to participants now.
Counted across the registry records on this site, refreshed daily.
Exclusion Criteria:
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.
Other: 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.
Other: Experimental
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.
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.
Also known as: VR 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.
Also known as: MR EXERGAME
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.
Time frame: 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.
Time frame: Baseline and immediately post-intervention (within 5 minutes after the session)
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.
Time frame: 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.
Time frame: 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.
Time frame: Immediately post-intervention (within 5 minutes after the session)
Plan to share: No
This study is completed, as verified in Sep 2025. You cannot join it, but the record below documents what was studied.
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Akdeniz University