Virtual reality workout: could a quick VR game sharpen your balance and reflexes?

NCT ID NCT07709065

What the study statuses mean

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Recruitment status, easiest to join first

Recruiting now
This trial is taking on new participants right now.
Not yet recruiting
Registered, but not yet taking participants.
By invitation only
Not open to general applications. Only people the study team invites can take part.
Paused
Paused for now. It may or may not start again.
Ongoing
Running, but no longer taking on new participants.
Completed This study
The trial has finished. Results may not be published yet.
Stopped early
Stopped early, before it reached the end. That can be for many reasons, including safety.
Cancelled
Cancelled before anyone took part.

Expanded access (not trials)

Expanded access
Not a trial. This treatment can be requested outside a study, case by case, for people who qualify.
Expanded access (paused)
Not a trial. The treatment can normally be requested outside a study, but is unavailable right now.
Expanded access (ended)
Not a trial. The treatment could once be requested outside a study, but no longer can.
Approved
The treatment has been approved, so it is available normally rather than through this programme.

When the status isn't known

Details not published
The full record has not been published yet, so there is little to show here.
Status unknown
This status has not been confirmed recently, so it may be out of date.

First seen Jul 16, 2026 · Last updated Jul 17, 2026 · Updated 1 time

Summary

This study looks at whether a short, 20-minute virtual reality climbing game can temporarily affect balance and reaction time in healthy young adults aged 18 to 25. Participants are randomly assigned to either play the VR game or rest quietly. Before and after, their balance and reaction speed are measured using a special platform. The goal is to understand how immersive VR might influence the body's sensory systems and motor control.

What this could mean

Our plain-language read of the trial. This is informational only, not medical advice or a prediction.

Active substance
a 20-minute virtual reality gamified motor coordination task using the HTC VIVE Cosmos
What this could lead to
If it works, this could show that short VR sessions can temporarily improve or alter balance and reaction time in healthy young people.
What could go wrong
This is a small, early-stage study in healthy volunteers, so results may not apply to other groups or real-world settings. The effect may be small or not meaningful.

This is an AI summary of the original study and may miss details. Read our disclaimer.

Study facts

What this study's own registry entry says, in plain language.

Phase

Not a phased trial

Phase numbers describe drug development. The registry uses this when they do not apply, as it does for trials of devices, procedures or behaviour changes, and for observational studies.

Participants

81 people

The number who actually took part.

Started

Jan 2026

Finished

Mar 2026

Lead sponsor

Other sponsor

The registry's catch-all category, for sponsors it does not file as a company, a government agency, or a research network.

Who can take part

This study's own entry requirements. Only the study team can say for certain whether you qualify.

Ages

18 to 25 years

Sex

Anyone

Healthy volunteers

Accepted

You do not need to have the condition being studied to take part.

Show the full entry requirements

Copied word for word from the study's registry entry, so the wording is the study team's rather than ours.

Inclusion Criteria: * written informed consent and complete questionnaire completion; * age between 18 and 25 years; * ability to maintain upright standing posture; * non-professional athletic status; * no neurological or psychiatric disorders; * regular use of a phone or computer for at least 1 hour per day; * no medication affecting the nervous system. Exclusion Criteria: * age \<18 or \>25 years; * pregnancy; * disability; * metal implants; * epilepsy; * lack of informed consent; * frequent migraines; * balance disorders; * surgery or injury within the previous 6 months; * uncorrected visual impairment; * skin conditions or allergies preventing device use; * acute illness on the day of testing; * shift work causing circadian rhythm disruption; * prior regular use of VR technology; * claustrophobia or anxiety related to enclosed spaces or simulated movement; and * intensive physical activity within 24 hours prior to testing.

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As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • University of Rzeszów

    Rzeszów, 35-328, Poland

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