Clinical Trials Directory

Trials / Completed

CompletedNCT07213388

Immersive Virtual Reality vs Treadmill Exercise Project

Effects of Different Physical Activity Modalities on Physiological and Psychological Outcomes

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
61 (actual)
Sponsor
Rowan University · Academic / Other
Sex
All
Age
18 Years – 64 Years
Healthy volunteers
Accepted

Summary

The purpose of this research project is to examine the feasibility and acceptability of a virtual reality-based physical activity (VRPA) intervention for inactive adults compared to more traditional forms of physical activity. The project will explore the relationship between VRPA engagement and cognition, biological measures (calories burned, heart rate, and active minutes), rate of perceived exertion, flow, affect, and enjoyment in physical activity as well.

Detailed description

The feasibility and acceptability of a Virtual Reality Physical Activity (VRPA) intervention will be examined. VRPA will be compared with more traditional modes of physical activity (e.g., walking on a treadmill) with regard to physical biomarkers (i.e., heart rate, calories burned, active minutes), flow state (i.e., Flow Short Scale), cognition (e.g., Stroop Test, Trail Making Test, Digital version of the WRAML-2 Symbolic Working Memory Test-Part 1, and Digital Backward Digit Span), affect (e.g., Activation-Deactivation Adjective List and DASS-21), perceived exertion (e.g., Borg's Rate of Perceived Exertion and one question regarding how hard they think they will exert themselves), willingness (i.e., to pay, intent to engage in physical activity), and physical enjoyment (i.e., Physical Activity Enjoyment Scale). 1. Recruit and enroll 60 participants a. Participants will be recruited through the SONA system (i.e., student pool for collecting psychological research), word-of-mouth, email lists, flyers, and online classified ads 2. Participants will be screened to ensure they meet the inclusion criteria 3. Participants will be randomly assigned to one of three conditions (VR, Treadmill + Music, Sitting + Music) 4. Participants will complete baseline measures a. Demographic information will be collected (e.g., ethnicity, height, weight, experience with exergames, current physical activity, physical activity readiness) b. Participants will: i. Complete the following surveys 1\. Cognition 2. Affect 3. How hard do they think they will exert themselves 4. Willingness ii. Get the following measurements taken: 1\. Heart Rate (HR) 6. Participants will engage in a warm-up/acclimation period on either the VR exergame or treadmill condition 7. Participants will engage in exercise for 20-30 minutes in the VR/treadmill condition, or sit quietly listening to music (control condition) 1. HR will be measured during all 3 conditions 2. The treadmill condition will be configured to a level that allows participants to engage in comfortable conversation while experiencing some breathlessness (i.e., brisk/moderate pace) 8. Post-exercise/sitting, participants will a. Complete the following surveys: i. Feasibility ii. Acceptability iii. Cognition iv. Flow v. Affect vi. Borg's Rate of Perceived Exertion (RPE) vii. Willingness viii. Physical Enjoyment b. Get the following measurements taken: i. Heart Rate ii. Calories burned

Conditions

Interventions

TypeNameDescription
BEHAVIORALVRPAEffects of virtual reality physical activity on outcomes
BEHAVIORALTreadmillEffects of treadmill walking with music on outcomes
BEHAVIORALControlEffects of music while sitting on outcomes

Timeline

Start date
2024-09-01
Primary completion
2025-10-22
Completion
2025-10-22
First posted
2025-10-08
Last updated
2026-01-16

Locations

1 site across 1 country: United States

Source: ClinicalTrials.gov record NCT07213388. Inclusion in this directory is not an endorsement.