VR Exergaming Boosts Cognitive and Motor Skills in an Explorative Study

Published on April 8, 2023

Imagine stepping into a virtual reality world, where you can engage in physical exercise while playing video games. This is the fascinating concept of exergaming with virtual reality (VR), which allows users to interact with a three-dimensional environment using special electronic equipment. In a recent exploratory study, researchers investigated the effects of VR exergaming on cognitive and visuo-motor abilities. Eleven young participants took part in two different types of trainings: one involved following shadow boxing fitness videos, while the other required cutting moving cubes with a sword in each hand. After the VR training, participants showed improved selective attention, observation skills, and inhibitory processes. However, the shadow boxing fitness videos did not have any significant impact on cognitive functions tested. This study highlights the potential of VR exergaming as a tool for enhancing cognitive skills, but it suggests that different interfaces or games may target specific functions. If you’re interested in discovering more about this exciting research, check out the full article!

Abstract
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced by a 1-month washout period. Trainings were performed in a random order: (1) a video training using shadow boxing fitness videos (SBV) and (2) a VR training using a three-dimensional game where the aim is to cut moving cubes with a sword in each hand. Before and after each training period, a battery of cognitive tests was performed to assess executive functions, such as attention (change blindness), reaction time, response inhibition (go/no-go, Stroop task), or flexibility (trail making test). Fine motor skills were also evaluated through a Fitt’s task. No effect of the SBV training was observed on any of the cognitive functions tested. On the contrary, a significant increased performance in selective attention and observation tests was found after VR training, as well as in inhibitory processes (Stroop and go/no-go). Other performances were unaffected by either VR or SBV training. The present study argues that VR exergaming is a promising tool to promote cognitive enhancement but targets specific functions according to the type of interface/game that is used.

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