150 Participants Needed

Virtual Reality Exercise for Mental Health

(UVIC VR Fit Trial)

RR
Overseen ByRyan Rhodes, PhD
Age: 18 - 65
Sex: Any
Trial Phase: Academic
Sponsor: University of Victoria
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)
Approved in 1 JurisdictionThis treatment is already approved in other countries

Trial Summary

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Supernatural VR Fitness App for mental health?

Research shows that virtual reality (VR) can be effective for mental health by reducing stress and improving engagement through immersive experiences. Serious games, which include VR, have shown promise in treating depression and other mental health conditions by making therapy more engaging and accessible.12345

Is virtual reality exercise generally safe for humans?

Research on virtual reality exercise, including various VR games and systems, suggests it is generally safe for humans. Participants in studies have shown positive responses, such as increased physical activity and enjoyment, without significant safety concerns reported.36789

How is the Supernatural VR Fitness App treatment different from other mental health treatments?

The Supernatural VR Fitness App is unique because it uses virtual reality (VR) to create an immersive exercise experience, which can increase enjoyment and motivation compared to traditional exercise. This VR approach can also enhance cognitive performance and provide a novel way to engage in moderate-to-vigorous physical activity, potentially offering mental health benefits through embodied simulations that mimic real-world experiences.68101112

What is the purpose of this trial?

The primary purpose of this investigation is to examine the effectiveness of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving mental health as indicated by (1) both short-term mood (one exercise bout) and long-term (10-weeks) mood (depression and anxiety symptoms), (2) well-being (i.e., vitality) over a 10-week period, and (3) perceived cognitive function over a 10-week period. The secondary purpose of this study is to examine the effectiveness of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, behavioural regulation, habit, identity) over a 10-week period. The tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.

Research Team

RR

Ryan Rhodes, PhD

Principal Investigator

Lab Director and Professor

Eligibility Criteria

This trial is for individuals experiencing mental health issues like depression and anxiety. Participants should be interested in using virtual reality (VR) exercise as a potential treatment. The study will track mood, well-being, cognitive function, physical activity behavior, and motivation over 10 weeks.

Inclusion Criteria

Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+)
Living in the Greater Victoria area
I am between 19 and 64 years old.
See 4 more

Exclusion Criteria

If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
Does not meet any of the above inclusion criteria

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Orientation and Initial Exercise

Participants complete a VR exercise tutorial and initial treadmill or VR exercise session

1 week
1 visit (in-person)

Treatment

Participants engage in VR exercise using the Meta Quest 3 headset for 10 weeks

10 weeks
Weekly self-reported logs

Follow-up

Participants are monitored for mental health outcomes and physical activity behavior

4 weeks

Treatment Details

Interventions

  • Supernatural
Trial Overview The effectiveness of a VR exercise program called Supernatural is being tested to see if it can improve mental health outcomes such as mood, vitality, and cognitive function. It also looks at whether the program boosts physical activity levels and motivation over a period of 10 weeks.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Virtual Reality Exercise ConditionExperimental Treatment1 Intervention
Participants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (\~5-6 min), a 'getting started' low intensity Supernatural workout (\~3 min), a low intensity Supernatural workout (\~3 min), and a medium intensity Supernatural workout (\~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines).
Group II: Waitlist Control ConditionActive Control1 Intervention
Participants will complete a control treadmill walk/run exercise session in the Behavioural Medicine Lab (30 min) that emulates the lab-based Supernatural exercise session (intervention condition). The treadmill run/walk will be the comparison condition for examining the effects of Supernatural exercise on mood and affect. First, participants will complete a 10 min treadmill orientation where they will walk for 3 min at 3 mph, walk for 3 min at 3.5 mph, walk/jog for 3 min at 4 mph, and walk for 1 min at 3 mph. Participants will then complete a 19.5-20 min treadmill walk/jog where they will complete a 1 min warmup at 3 mph, walk/jog for 17.5 min at 4 mph. Participants will then be asked to continue as they are for 10 weeks and will have the opportunity to bring home the Meta Quest 3 headset equipped with Supernatural for 10 weeks post-study.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Victoria

Lead Sponsor

Trials
59
Recruited
12,000+

Meta Platforms, Inc.

Collaborator

Trials
3
Recruited
3,700+

Findings from Research

Applied games, including serious games and gamification, can enhance mental health internet interventions by reaching more users, increasing engagement, and utilizing various therapeutic mechanisms.
There is promising evidence supporting the effectiveness of serious games for depression, but more independent trials and comparisons with traditional interventions are needed to fully understand their impact.
Serious Games and Gamification for Mental Health: Current Status and Promising Directions.Fleming, TM., Bavin, L., Stasiak, K., et al.[2022]
Virtual reality (VR) has been effectively used over the past 20 years to enhance mental health across various clinical conditions, including chronic pain, neurological disorders, and psychological issues.
Recent studies indicate that VR can help correct perceptual distortions of self and environment, which are crucial for mental well-being, by creating virtual body ownership illusions, suggesting a promising avenue for future clinical applications.
Virtual Body Ownership Illusions for Mental Health: A Narrative Review.Matamala-Gomez, M., Maselli, A., Malighetti, C., et al.[2021]
A study involving 42 overweight women found that a brief online intervention effectively increased physical activity levels and self-efficacy expectations, regardless of avatar type used.
While using avatars did not enhance the overall effectiveness of the intervention, participants represented by 'ideal avatars' experienced reduced anxiety during physical activity, suggesting a potential psychological benefit.
Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women.Navarro, J., Cebolla, A., Llorens, R., et al.[2020]

References

Serious Games and Gamification for Mental Health: Current Status and Promising Directions. [2022]
Virtual Body Ownership Illusions for Mental Health: A Narrative Review. [2021]
Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women. [2020]
From toy to tool: the development of immersive virtual reality environments for psychotherapy of specific phobias. [2005]
Virtual Reality Relaxation for Patients With a Psychiatric Disorder: Crossover Randomized Controlled Trial. [2021]
Physical Activity Intensity, Perceived Exertion, and Enjoyment During Head-Mounted Display Virtual Reality Games. [2021]
Acute Effects of Virtual Reality Exercise Biking on College Students' Physical Responses. [2023]
Virtual reality and interactive digital game technology: new tools to address obesity and diabetes. [2021]
Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours. [2022]
Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. [2022]
11.United Statespubmed.ncbi.nlm.nih.gov
Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes. [2018]
12.United Statespubmed.ncbi.nlm.nih.gov
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine. [2020]
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