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Study aim
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The aim of this study will be to evaluate the effectiveness of a gamified virtual reality exercise program in improving emotional health and subjective well-being among risk-averse older women. Specifically, the study will examine whether gamified VR exercise, compared with conventional exercise, can improve overall happiness, positive affect, and life satisfaction while reducing negative affect. The maintenance of these changes will also be assessed at a 30-day follow-up.
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Design
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A two-arm, parallel, randomized controlled study with 138 participants (69 per group) will be conducted. Participants will be allocated 1:1 using a computer-generated random-number sequence. As a non-drug trial, no clinical trial phase applies. Outcome assessors will be blinded to group allocation.
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Settings and conduct
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The study will be conducted in psychological service centers and public and private hospitals in Tehran, Iran. After baseline assessment and eligibility confirmation, participants will be randomly allocated to the VR exercise or conventional exercise group. The intervention will include 12 sessions over 4 weeks. Outcome assessors will remain blinded to group allocation.
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Participants/Inclusion and exclusion criteria
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Inclusion: Women aged 60–80 years with high risk aversion, adequate physical health, and informed consent.
Exclusion: Activity-limiting conditions, active major psychiatric disorders, epilepsy, or photosensitivity.
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Intervention groups
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Intervention group: Gamified VR exercise, 12 sessions over 4 weeks, 30–40 minutes per session.
Control group: Conventional balance, agility, and coordination exercises with matched frequency and duration.
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Main outcome variables
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Overall happiness; Positive affect; Negative affect; Life satisfaction