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Not yet recruitingNCT07718763VR-GAMEUpdated Jul 22, 2026

Virtual Reality Exercise for Young Adults at Risk of Digital Gaming Addiction

An interventional study of Traditional Aerobic Exercise and Virtual Reality-Based Aerobic Exercise in Internet Gaming Disorder, sponsored by Istanbul Nisantasi University. Not yet recruiting. Open to participants aged 18 Years to 25 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-07-22.

Sponsored by Istanbul Nisantasi University · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
34
Allocation
Randomized
Ages
18 Years to 25 Years
Sex
All
01

Study summary

Digital game addiction is associated with reduced physical activity, increased sedentary behavior, and adverse physical and psychosocial health outcomes in young adults. This study aims to develop and evaluate the effectiveness of a physiological biofeedback-integrated virtual reality (VR)-based exercise intervention for young adults at risk of digital gaming addiction. In this prospective, single-blind, randomized controlled trial, participants will be randomly assigned to either a VR-based aerobic exercise group or a traditional aerobic exercise group. Both groups will participate in supervised exercise sessions twice weekly for 8 weeks. The primary outcome is physical activity level, while secondary outcomes include functional capacity, muscle strength, physiological responses during exercise, digital gaming addiction severity, exercise enjoyment, and intervention usability.

Read the detailed description

Digital game addiction is an emerging public health concern, particularly among young adults, and is associated with reduced physical activity, prolonged sedentary behavior, and adverse physical and psychosocial health outcomes. Innovative and engaging interventions are needed to promote physical activity in this population. Virtual reality (VR)-based exercise provides an immersive and motivating environment that may improve participation and adherence to exercise programs. Integrating physiological biofeedback into VR exercise may further optimize exercise intensity while enhancing safety and effectiveness.

This study aims to develop and conduct a preliminary clinical evaluation of a physiological biofeedback-integrated VR-based exercise intervention for young adults at risk of digital gaming addiction. The study is designed as a prospective, single-blind (outcome assessor), randomized controlled trial. Eligible participants will be randomly assigned to either a VR-based aerobic exercise group or a traditional aerobic exercise group. Both groups will participate in supervised exercise sessions twice weekly for 8 weeks, with each session lasting approximately 30 minutes. In the VR group, exercise intensity will be individualized using heart rate-based physiological biofeedback while participants perform immersive and interactive aerobic exercise under the supervision of a physiotherapist. Participants in the traditional exercise group will receive a structured aerobic exercise program matched for exercise intensity and duration.

The primary outcome is physical activity level. Secondary outcomes include functional capacity, muscle strength, physiological responses during exercise, digital gaming addiction severity, exercise enjoyment, and intervention usability. Outcomes will be assessed at baseline and after completion of the intervention using validated assessment tools. The findings of this study are expected to provide preliminary evidence regarding the feasibility and clinical effectiveness of physiological biofeedback-integrated VR-based exercise for young adults at risk of digital gaming addiction and contribute to the development of technology-assisted exercise interventions for this population.

02

Conditions studied

  • Internet Gaming Disorder

Keywords

  • Virtual Reality
  • Physiological Biofeedback
  • Exercise
  • Digital Gaming Addiction
03

In context

Internet Addiction Disorder

166 studies on the registry are indexed under Internet Addiction Disorder; 47 are open to participants now.

This study's planned enrollment of 34 is below the median of 88 across 96 interventional studies indexed under Internet Addiction Disorder.

Browse Internet Addiction Disorder studies →

Lead sponsor

Istanbul Nisantasi University is the lead sponsor of 21 studies on the registry; 7 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 25 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • Young adults within the eligible age range specified in the study protocol.
  • Currently enrolled as a university student.
  • Playing online digital games for at least 2 hours per day.
  • Internet Gaming Disorder Scale-Short Form (IGDS9-SF) score ≥32.
  • Apparently healthy with no diagnosed chronic disease.
  • Able to participate in moderate-intensity aerobic exercise.
  • Willing to provide written .

Exclusion criteria

Exclusion Criteria:

  • Presence of cardiovascular, respiratory, neurological, musculoskeletal, or other medical conditions that may interfere with safe participation in exercise.
  • Use of medications that may affect exercise performance or physiological responses.
  • History of injury or surgery within the previous 6 months that may limit physical activity.
  • to aerobic exercise or virtual reality use.
  • Inability to complete the study procedures or refusal to provide .
Terms in these criteria, in plain language(2)

Underlined terms in the criteria open these too. Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.

Informed consent

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You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.

Contraindication

A reason a treatment, test or procedure should not be given to a particular person, such as an allergy, another illness or a medicine they take.

05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Outcomes assessor)
Enrollment
34 participants (estimated)

Study arms

  • Experimental
    Virtual Reality-Based Aerobic Exercise

    Participants will receive a supervised virtual reality-based aerobic exercise program integrated with physiological biofeedback twice weekly for 8 weeks.

    Behavioral: Virtual Reality-Based Aerobic Exercise

  • Active comparator
    Traditional Aerobic Exercise

    Participants will receive a supervised traditional aerobic exercise program matched for exercise intensity and duration twice weekly for 8 weeks.

    Behavioral: Traditional Aerobic Exercise

Interventions

  • BehavioralTraditional Aerobic Exercise

    Participants will perform a supervised structured aerobic exercise program twice weekly for 8 weeks. Exercise intensity will be individualized according to target heart rate and progressively adjusted throughout the intervention.

  • BehavioralVirtual Reality-Based Aerobic Exercise

    Participants will perform supervised aerobic exercise in an immersive virtual reality environment twice weekly for 8 weeks. Exercise intensity will be individualized using heart rate-based physiological biofeedback and progressively adjusted according to participants' physiological responses.

06

What researchers measure

Primary outcomes

  1. Physical Activity Level

    Physical activity level will be assessed using the International Physical Activity Questionnaire-Short Form (IPAQ-SF). The primary outcome will be the total physical activity score expressed as metabolic equivalent minutes per week (MET-min/week).

    Time frame: Baseline and Week 8

Secondary outcomes

  1. Functional Capacity

    Functional capacity will be assessed using the 6-Minute Walk Test (6MWT). The total walking distance (meters) covered in six minutes will be recorded

    Time frame: Baseline and Week 8

  2. Shoulder Abductor Muscle Strength

    Maximum isometric strength of the dominant shoulder abductors will be measured using a handheld dynamometer. The highest value of three trials will be recorded in Newtons (N).

    Time frame: Baseline and Week 8

  3. Knee Extensor Muscle Strength

    Maximum isometric strength of the dominant knee extensors will be measured using a handheld dynamometer. The highest value of three trials will be recorded in Newtons (N).

    Time frame: Baseline and Week 8

  4. Mean Heart Rate During Exercise

    Mean heart rate during each exercise session will be recorded using a Polar H10 heart rate monitor.

    Time frame: During each exercise session throughout the 8-week intervention

  5. Maximum Heart Rate During Exercise

    Maximum heart rate achieved during each exercise session will be recorded using a Polar H10 heart rate monitor.

    Time frame: During each exercise session throughout the 8-week intervention

  6. Percentage of Heart Rate Reserve

    Exercise intensity will be expressed as percentage of heart rate reserve (%HRR) calculated during each exercise session.

    Time frame: During each exercise session throughout the 8-week intervention

  7. Time Spent in Target Heart Rate Zone

    The percentage of exercise time spent within the prescribed target heart rate zone will be recorded during each exercise session.

    Time frame: During each exercise session throughout the 8-week intervention

  8. Digital Gaming Addiction Severity

    Digital gaming addiction severity will be assessed using the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Higher scores indicate greater digital gaming addiction severity.

    Time frame: Baseline and Week 8

  9. Exercise Enjoyment

    Exercise enjoyment will be assessed using the Physical Activity Enjoyment Scale (PACES). Higher scores indicate greater enjoyment of physical activity.

    Time frame: Week 8

  10. Intervention Usability

    Intervention usability will be assessed using the System Usability Scale (SUS). Scores range from 0 to 100, with higher scores indicating greater usability.

    Time frame: Week 8

07

Study locations

No study locations are listed for this record.

08

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Jul 22, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
09

Registry details

Key details

Study ID
NCT07718763
Lead sponsor
Istanbul Nisantasi University
Responsible party
Elif Aleyna Yazgan (Assistant Professor, PT, PhD, Istanbul Nisantasi University) — Principal investigator
First posted
Jul 22, 2026
Start date
Sep 25, 2026 (estimated)
Primary completion
Mar 25, 2027 (estimated)
Completion
Sep 25, 2027 (estimated)
Last update
Jul 22, 2026

Oversight

FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is not yet recruiting, as verified in Jul 2026. You cannot join it, but the record below documents what was studied.

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