Digital game addiction is associated with reduced physical activity, increased sedentary behavior, and adverse physical and psychosocial health outcomes in young adults. This study aims to develop and evaluate the effectiveness of a physiological biofeedback-integrated virtual reality (VR)-based exercise intervention for young adults at risk of digital gaming addiction. In this prospective, single-blind, randomized controlled trial, participants will be randomly assigned to either a VR-based aerobic exercise group or a traditional aerobic exercise group. Both groups will participate in supervised exercise sessions twice weekly for 8 weeks. The primary outcome is physical activity level, while secondary outcomes include functional capacity, muscle strength, physiological responses during exercise, digital gaming addiction severity, exercise enjoyment, and intervention usability.
Inclusion Criteria:
Exclusion Criteria:
This is a single-blind study. Outcome assessments will be performed by an assessor who is blinded to group allocation. Due to the nature of the interventions, participants and treating physiotherapists cannot be blinded.
Participants will receive a supervised virtual reality-based aerobic exercise program integrated with physiological biofeedback twice weekly for 8 weeks.
Participants will receive a supervised traditional aerobic exercise program matched for exercise intensity and duration twice weekly for 8 weeks.
THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS
The Effects of Video Based Training and Aerobic Exercise Training in Individuals With Internet Gaming Disorder
Effects of VR-Based Exergames on Physical and Cognitive Health in Sedentary Workers
Adapted High-Intensity Virtual Reality Exergaming
The Effects of Virtual Reality Education on Balance, Depression, Anxiety and Stress Parameters
Effects of Immersive Virtual Reality on Physical Function, Fall-Related Outcomes, Fatigue, and Quality of Life in Older Adults
Telehealth Virtual Reality Gaming on Cardiometabolic Health Among Youth With Cerebral Palsy
Effects of Virtual Reality and Traditional Exercise on Cognitive and Physical Performance in Sedentary Adults