How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study. Issue 4 (7th April 2023)
- Record Type:
- Journal Article
- Title:
- How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study. Issue 4 (7th April 2023)
- Main Title:
- How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study
- Authors:
- Grosprêtre, Sidney
Marcel‐Millet, Philémon
Eon, Pauline
Wollesen, Bettina - Abstract:
- 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 promisingAbstract: 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. … (more)
- Is Part Of:
- Cognitive science. Volume 47:Issue 4(2023)
- Journal:
- Cognitive science
- Issue:
- Volume 47:Issue 4(2023)
- Issue Display:
- Volume 47, Issue 4 (2023)
- Year:
- 2023
- Volume:
- 47
- Issue:
- 4
- Issue Sort Value:
- 2023-0047-0004-0000
- Page Start:
- n/a
- Page End:
- n/a
- Publication Date:
- 2023-04-07
- Subjects:
- Executive function -- Exergame -- Virtual reality -- Cognitive training -- Stroop task -- Reaction time
Cognition -- Periodicals
Psycholinguistics -- Periodicals
Artificial intelligence -- Periodicals
153.05 - Journal URLs:
- http://firstsearch.oclc.org/journal=0364-0213;screen=info;ECOIP ↗
http://www3.interscience.wiley.com/journal/121670282/home ↗
http://onlinelibrary.wiley.com/ ↗
http://www.sciencedirect.com/science/journal/03640213 ↗ - DOI:
- 10.1111/cogs.13278 ↗
- Languages:
- English
- ISSNs:
- 0364-0213
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3292.885000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 27102.xml