The purpose of this study was to develop a virtual reality based self-training contents design based on the representative virtual reality technology of the 4th Industrial Revolution era with the problem perception about the modern people's lack of exercise by understanding the characteristics of self-training in which their interest lies. Self-training can be a flexible exercise without being constrained by temporal and spatial constraints, but it is not easy to maintain interest until you get as much exercise as you want. Therefore, through the previous research and case analysis, we found that the maintenance of interest is sustained through fun and immersion. Based on this, we developed a VR content design that combines an existing training system with a walking interface. This study analyzes the structure of exercise immersion and exercise continuity, provides basic data useful for program development, and contributes to the development of the VR sports exercise industry, which is still in its infancy.