[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"virtual-reality-physical-activity\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:virtual-reality-physical-activity":29},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,1,0,[8],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":4,"eligibilityCriteria":15,"healthyVolunteers":16,"sex":17,"minAge":18,"maxAge":19,"enrollmentInfo":20,"targetDuration":4,"studyType":23,"phases":24,"briefSummary":26,"conditions":27,"keywords":4,"overallStatus":31,"whyStopped":4,"lastUpdateSubmitDate":32,"lastUpdatePostDateStruct":33,"startDateStruct":36,"completionDateStruct":38,"leadSponsor":40,"locationsCount":5},"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":21,"type":22},40,"ESTIMATED","INTERVENTIONAL",[25],"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",[28,29,30],"Exergaming","Virtual Reality Physical Activity","Workplace Exercise","RECRUITING","2026-08-06",{"date":34,"type":35},"2026-08-10","ACTUAL",{"date":37,"type":35},"2026-07-29",{"date":39,"type":22},"2026-12-30",{"name":41,"class":42},"Akdeniz University","OTHER"]