Clinical Trial Details
— Status: Completed
Administrative data
NCT number |
NCT06411119 |
Other study ID # |
11014 |
Secondary ID |
|
Status |
Completed |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
January 1, 2023 |
Est. completion date |
January 31, 2023 |
Study information
Verified date |
May 2024 |
Source |
Teesside University |
Contact |
n/a |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
This pilot cohort study aimed to investigate the immediate impact of Virtual Reality (VR)
exergaming on heart rate (HR), rate of perceived exertion (RPE), and technology acceptance
using the Unified Theory of Acceptance and Use of Technology (UTAUT) in healthy adults.
Participants engaged in a 20-minute session of VR exergaming using the Meta Oculus Quest 2™
headset. HR and RPE were measured at baseline, during, and after the intervention, while
technology acceptance was assessed pre- and post-intervention using the UTAUT questionnaire.
The results showed that VR exergaming increased HR while maintaining perceived exertion at
low to moderate levels. Technology acceptance also improved significantly across all domains
measured by UTAUT, with particularly notable increases in Performance Expectancy and Effort
Expectancy. The findings suggest that VR exergaming is an effective method to enhance
physical activity, motivation, and engagement, providing promising support for its use as a
rehabilitation tool for individuals struggling with adherence and motivation.
Description:
Physical rehabilitation traditionally relies on face-to-face clinical sessions and home-based
exercise programmes, yet adherence rates remain suboptimal, ranging between 30% and 50%.
Adherence is crucial for effective outcomes, but is often undermined by low motivation and
engagement. Sedentary lifestyles, which account for 5.3 million global deaths annually,
exacerbate these challenges. VR exergaming has emerged as an innovative intervention,
offering immersive environments that engage participants in physical movements, potentially
enhancing adherence. Despite its growing popularity, there is limited empirical evidence
evaluating the immediate physiological and psychological impacts of VR exergaming. This pilot
cohort study aims to investigate its immediate effects on heart rate, perceived exertion, and
technology acceptance, providing data that could inform future rehabilitation approaches,
through a prospective pilot pre- and post-cohort design within a university research
laboratory setting.
Participants engaged in a 20-minute session of the VR game Beat Saber, played on the Meta
Oculus Quest 2™ headset. Gameplay required dynamic movements, including lateral side steps
and squats, designed to elicit moderate-intensity exercise while maximising engagement. This
immersive environment aimed to enhance adherence by making the exercise experience enjoyable
while reducing perceived fatigue.
Outcome Measures and Data Collection:
Primary outcomes included HR, RPE, and technology acceptance, assessed using the UTAUT
questionnaire administered before and after the VR session. HR was continuously recorded with
a Polar monitor, and RPE was reported using the CR-10 Borg scale. The UTAUT questionnaire,
adapted for VR specificity, evaluated key aspects of technology acceptance such as
performance expectancy and effort expectancy, offering insight into the psychological effects
of VR exergaming.
Statistical analyses were conducted using both frequentist and Bayesian approaches. This dual
analysis provided comprehensive insights into the intervention's impact, yielding p-values
and Bayes factors that contextualised statistical and practical significance. Bayesian
analysis was particularly valuable in quantifying the intervention's efficacy relative to
baseline measures, offering nuanced conclusions about the likelihood of its impact.