[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100650612":3},{"organization":4,"armGroups":7,"interventions":36,"overallOfficials":51,"centralContacts":55,"locations":61,"responsibleParty":78,"collaborators":80,"id":83,"slug":84,"hasResults":85,"nctId":86,"briefTitle":87,"officialTitle":88,"acronym":42,"eligibilityCriteria":89,"healthyVolunteers":90,"sex":91,"minAge":92,"maxAge":93,"enrollmentInfo":94,"targetDuration":42,"studyType":97,"phases":98,"briefSummary":100,"conditions":101,"keywords":42,"overallStatus":64,"whyStopped":42,"lastUpdateSubmitDate":105,"lastUpdatePostDateStruct":106,"startDateStruct":109,"completionDateStruct":111,"leadSponsor":113,"locationsCount":114},{"fullName":5,"class":6},"Akdeniz University","OTHER",[8,16,20,24,28,32],{"label":9,"type":10,"description":11,"interventionNames":12},"Sequence 1: GVRE-SVRE-TVE","EXPERIMENTAL","Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, serious virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],"Behavioral: Gamified Virtual Reality Exergaming (GVRE)","Behavioral: Serious Virtual Reality Exergaming (SVRE)","Behavioral: Traditional Video Exercise (TVE)",{"label":17,"type":10,"description":18,"interventionNames":19},"Sequence 2: SVRE-TVE-GVRE","Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, traditional video exercise in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],{"label":21,"type":10,"description":22,"interventionNames":23},"Sequence 3: TVE-GVRE-SVRE","Participants assigned to this sequence will complete traditional video exercise in Period 1, gamified virtual reality exergaming in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],{"label":25,"type":10,"description":26,"interventionNames":27},"Sequence 4: GVRE-TVE-SVRE","Participants assigned to this sequence will complete gamified virtual reality exergaming in Period 1, traditional video exercise in Period 2, and serious virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],{"label":29,"type":10,"description":30,"interventionNames":31},"Sequence 5: TVE-SVRE-GVRE","Participants assigned to this sequence will complete traditional video exercise in Period 1, serious virtual reality exergaming in Period 2, and gamified virtual reality exergaming in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],{"label":33,"type":10,"description":34,"interventionNames":35},"Sequence 6: SVRE-GVRE-TVE","Participants assigned to this sequence will complete serious virtual reality exergaming in Period 1, gamified virtual reality exergaming in Period 2, and traditional video exercise in Period 3. Each intervention will be completed once in a separate session. Consecutive sessions will be separated by a washout period of at least 24 hours.",[13,14,15],[37,43,47],{"type":38,"name":39,"description":40,"armGroupLabels":41,"otherNames":42},"BEHAVIORAL","Gamified Virtual Reality Exergaming (GVRE)","Participants will complete one 10-minute gamified virtual reality exergaming session using the FitXR BOX mode, a Meta Quest 3 headset, and handheld controllers. Participants will perform boxing-based whole-body movements involving virtual targets. The intervention includes game-related elements such as scoring, pacing, performance tracking, and real-time visual and auditory feedback.",[9,17,21,25,29,33],null,{"type":38,"name":44,"description":45,"armGroupLabels":46,"otherNames":42},"Serious Virtual Reality Exergaming (SVRE)","Participants will complete one 10-minute serious virtual reality exergaming session using the FitXR SCULPT mode and a Meta Quest 3 headset. Participants will follow structured whole-body exercise movements demonstrated by a virtual instructor. The condition emphasizes movement guidance and exercise performance and contains minimal game-related elements.",[9,17,21,25,29,33],{"type":38,"name":48,"description":49,"armGroupLabels":50,"otherNames":42},"Traditional Video Exercise (TVE)","Participants will complete one 10-minute video-based exercise session. Participants will follow an instructor displayed on a two-dimensional screen without using a virtual reality headset. The exercise content will correspond to the serious virtual reality exergaming condition but will not include virtual reality interaction or game-related elements. This intervention will serve as the active comparison condition.",[9,17,21,25,29,33],[52],{"name":53,"affiliation":5,"role":54},"Tennur Yerlisu Lapa, PhD","STUDY_DIRECTOR",[56],{"name":57,"role":58,"phone":59,"phoneExt":42,"email":60},"Abdullah Kayhan","CONTACT","+905344995878","akayhan@akdeniz.edu.tr",[62],{"facility":63,"status":64,"city":65,"state":65,"zip":66,"country":67,"countryCode":42,"cosmosGeoPoint":68,"geoPoint":73,"contacts":74},"Akdeniz University Faculty of Sports Sciences","RECRUITING","Antalya","07070","Turkey (Türkiye)",{"type":69,"coordinates":70},"Point",[71,72],30.69556,36.90812,{"lat":72,"lon":71},[75,76],{"name":57,"role":58,"phone":59,"phoneExt":42,"email":60},{"name":53,"role":77,"phone":42,"phoneExt":42,"email":42},"PRINCIPAL_INVESTIGATOR",{"type":77,"investigatorFullName":57,"investigatorTitle":79,"investigatorAffiliation":5,"oldNameTitle":42,"oldOrganization":42},"Research Assistant",[81],{"name":82,"class":6},"The Scientific and Technological Research Council of Turkey","100650612","virtual-reality-exergaming-during-work-breaks-in-office-employees-100650612",false,"NCT07749196","Virtual Reality Exergaming During Work Breaks in Office Employees","Virtual Reality Exergaming for Workplace Breaks: Acute Physical and Affective Responses, Leisure Experience, and Usability in Office Employees","Inclusion Criteria:\n\n* Aged between 24 and 60 years\n* Being a healthy adult employed full-time in an administrative office-based position at Akdeniz University\n* Having worked full-time in the current administrative unit for at least one year\n* Having a low or moderate physical activity level according to the International Physical Activity Questionnaire-Short Form (IPAQ-SF)\n* Not engaging in regular exercise\n* Having no health condition that contraindicates participation in physical activity according to the Physical Activity Readiness Questionnaire (PAR-Q)\n* Not having regularly used active virtual reality technologies within the previous six months\n\nExclusion Criteria:\n\n* A history of epilepsy, migraine, vertigo, or vestibular disorder\n* A history of dizziness, nausea, or similar discomfort during virtual reality exposure\n* Current use of antidepressants or medications that affect the central nervous system\n* A history of neurological, cardiovascular, or orthopedic disease, except for controlled hypertension\n* Pregnancy\n* Presence of a visual or hearing impairment",true,"ALL","24 Years","60 Years",{"count":95,"type":96},40,"ESTIMATED","INTERVENTIONAL",[99],"NA","The goal of this trial is to learn how different exercise formats used during workplace breaks affect the immediate physical and emotional responses of office employees. It will also examine participants' leisure experience and the usability of virtual reality exercise.\n\nThe main questions it aims to answer are:\n\n* Do gamified virtual reality exercise, instructor-led virtual reality exercise, and traditional video exercise produce different changes in heart rate and perceived effort?\n* Do these exercise formats produce different changes in how pleasant or unpleasant and how activated participants feel?\n* Do the exercise formats differ in positive and negative experiences, flow, exercise enjoyment, and satisfaction with the activity?\n* Do the two virtual reality formats differ in system usability and virtual reality-related discomfort?\n\nResearchers will compare the three exercise formats to identify differences in participants' immediate responses and experiences.\n\nParticipants will:\n\n* Complete three 10-minute exercise sessions on separate days and in a randomly assigned order\n* Take part in a gamified virtual reality boxing session, an instructor-led virtual reality exercise session, and a traditional video exercise session\n* Wear a heart rate monitor and complete brief questionnaires before and after the sessions",[102,103,104],"Exergaming","Virtual Reality Physical Activity","Workplace Exercise","2026-08-06",{"date":107,"type":108},"2026-08-10","ACTUAL",{"date":110,"type":108},"2026-07-29",{"date":112,"type":96},"2026-12-30",{"name":5,"class":6},1]