The primary purpose of this investigation is to examine the efficacy of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving well-being (i.e., vitality) over a 10-week period. The secondary purpose is to examine the efficacy of VR exercise for improving depression mood symptoms, anxiety mood symptoms, and perceived cognitive functioning over a 10-week period, as well as short-term mood (post-exercise) and affective experiences during exercise. The tertiarty purpose of this study is to examine the efficacy of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) over a 10-week period. Another tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
SINGLE
Enrollment
154
Participants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic).
Participants will be provided a virtual reality headset (Meta Quest 3 Headset) and subscription to a virtual reality exercise game (i.e., Supernatural) for 10 weeks. Participants will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity (equivalent to 75 minutes of vigorous physical activity) per week in their own home.
Behavioural Medicine Lab
Victoria, British Columbia, Canada
Well-being: subjective vitality
Subjective vitality will be assessed using a six-item subjective vitality scale. Participants will respond to the six subjective vitality items on a seven point Likert-type scale anchored by 1 (not at all true) to 7 (very true). The six items will be mean scored (potential range 1-7), with higher scores reflecting higher subjective vitality and a more positive outcome.
Time frame: Baseline, week 5, week 10
Depression and anxiety mood symptoms
Participants will respond to the 14-item Hospital Anxiety and Depression Scale, which includes a depression subscale (7 items) and an anxiety subscale (7 items). Participants will respond to the 14-items using a four point (0-3) Likert-type scale. The two subscales will be mean scored (potential range 0-3), with higher scores reflecting higher depression and anxiety and more negative outcomes.
Time frame: Baseline, week 5, week 10
Perceived cognitive function
Participants will respond to the organization (5 items) and strategic planning (7 items) subscales of the executive function index using a five point Likert-type scale anchored by 1 (Not at all) to 5 (Very much). The two subscales will be mean scored (potential range 1-5), with higher scores reflecting higher organization and strategic planning and more positive outcomes.
Time frame: Baseline, week 5, week 10
Short-term Mood
Participants will respond to the positive mood valence (2 items), calmness (2 items), and energy (2 items) sub-scales of the multidimensional mood questionnaire using a seven point Likert-type scale. The three subscales will be mean scored (potential range 0-6), with higher scores indicating a more positive mood (valence, calmness, energy) and a more positive outcome.
Time frame: Pre (baseline) and post in-lab physical activity; through lab completion (2 hours).
Core Affect Measure - Feeling Scale
Participants will complete a single item affect measure on an 11-point Likert-type scale anchored by -5 (very bad) to +5 (very good) to examine the affective response to exercise (Supernatural VR exercise or treadmill running). Higher scores will reflect more positive affective responses and a more positive outcome. Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).
Time frame: Baseline (pre exercise session), at ~3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Core Affect Measure - Felt Arousal Scale
Participants will complete a single item arousal measure on a 6-point Likert-type scale anchored by 1 (low arousal) to 6 (high arousal). Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).
Time frame: Baseline (pre exercise session), ~ at 3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.