Physical Activity Clinical Trial
Official title:
Virtual Reality: Its Effect on Physical Activity Intensity and Pain Sensitivity
Verified date | January 2024 |
Source | Indiana University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
The purpose of this research study is to evaluate physical activity intensity levels, enjoyment, and pain perception during virtual reality (VR) active games in healthy young adults.
Status | Completed |
Enrollment | 60 |
Est. completion date | February 17, 2023 |
Est. primary completion date | February 17, 2023 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 18 Years to 30 Years |
Eligibility | Inclusion Criteria: - Ages 18 to 30 years old. Exclusion Criteria: - Prior or current events with motion sickness or claustrophobia - Any acute or chronic pain condition - If "yes" is answered on any of the general health questions on the Physical Activity Readiness Questionnaire (PAR-Q+ 2019 version) and the subsequent answer of "yes" on any follow-up question on the about any present medical condition will exclude a participant. The initial seven questions on the form include the following with more extensive follow-up questions in the event that any are answered with "yes." - If participant's doctor has ever said that he/she has a heart condition and that he/she should only do physical activity recommended by a doctor - Pain in chest when doing physical activity - In past month, chest pain when not doing physical activity - If participant has ever lost balance because of dizziness or has ever lost consciousness - Bone or joint problem that could be made worse by change in physical activity - Currently on prescribed drugs for blood pressure or heart condition. - If the participant knows of any other reason why he/she should not do physical activity. Session exclusion criteria: - Severe uncontrolled hypertension: resting Systolic blood pressure > 180mmHg, resting diastolic blood pressure> 99mmhg - Participating in vigorous exercise at least 12 hours prior to study sessions, eating at least 1 hour prior to each session, and smoking, consuming alcohol for 24 hours, and caffeine, and analgesic medications on the day of the session prior to the session. |
Country | Name | City | State |
---|---|---|---|
United States | National Institute of Fitness and Sport | Indianapolis | Indiana |
Lead Sponsor | Collaborator |
---|---|
Indiana University |
United States,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Ratings of perceived exertion | Ratings of Perceived Exertion Borg Scale. The minimum value is 6, indicating no exertion. The maximum value is 20, indicating maximal exertion. | This measure will be assessed immediately after playing the virtual reality games | |
Primary | Whole body percentage of time spent in moderate to vigorous physical activity | Participants will wear an accelerometer on the hip during the virtual reality games. Activity count cut points can identify the amount of time spent in moderate to vigorous physical activity during game play. | This measure will be assessed during the 15 minutes of each virtual reality game play. | |
Primary | Arm percentage of time spent in moderate to vigorous physical activity | Participants will wear an accelerometer on the dominant arm during the virtual reality games. Activity count cut points can identify the amount of time spent in moderate to vigorous physical activity during game play. | This measure will be assessed during the 15 minutes of each virtual reality game play. | |
Primary | Whole body Percentage of time spent in sedentary time | Participants will wear an accelerometer on the hip during the virtual reality games. Activity count cut points can identify the amount of time spent in sedentary behavior during game play. | This measure will be assessed during the 15 minutes of each virtual reality game play. | |
Primary | Arm percentage of time spent in sedentary time | Participants will wear an accelerometer on the dominant arm during the virtual reality games. Activity count cut points can identify the amount of time spent in sedentary behavior during game play. | This measure will be assessed during the 15 minutes of each virtual reality game play. | |
Primary | Average percentage of heart rate reserve during game play | Participants will be fitted with a Polar heart rate monitor (Polar Electro) at the beginning of each experimental session and will be monitored during gameplay. Heart rate values will be used to calculate percentages of heart rate reserve (HRR) for interpreting intensity levels. | This measure will be assessed during the 15 minutes of each virtual reality game play. | |
Secondary | Enjoyment | participants will be asked to complete an 11-point visual analogue scale indicating their level of enjoyment while playing the active game, with 0 indicating no enjoyment and 10 indicating the most enjoyment one could experience. | This measure will be assessed immediately after each virtual reality game is played. | |
Secondary | Enjoyment during game play | Participants will complete the modified Physical Activity Enjoyment Scale (PACES), which includes Likert-style questions asking about enjoyment during physical activity. The score ranges from 5 to 35, with a higher value indicating higher enjoyment. | This measure will be assessed immediately after each virtual reality game is played. | |
Secondary | Pressure pain sensitivity | Using a hand-held, clinical grade pressure algometer (Wagner Instruments, Greenwich, CT), pressure will be applied to the dominant forearm and thigh. Pressure will increase at a rate of about 1kg/s until the subject first reports feeling pain. | This measure will be assessed before the virtual reality games and immediately after the virtual reality games are played. |
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