Effects of short- and long-term virtual reality training on concentration performance and executive functions in amateur esports athletes

被引:1
作者
Lachowicz, Maciej [1 ,2 ]
Klichowski, Michal [2 ,3 ]
Serweta-Pawlik, Anna [4 ]
Rosciszewska, Agnieszka [2 ,3 ]
Zurek, Grzegorz [1 ]
机构
[1] Wroclaw Univ Hlth & Sport Sci, Dept Biol Fdn Phys Act, Wroclaw, Poland
[2] Adam Mickiewicz Univ, Cognit Neurosci Ctr, Poznan, Poland
[3] Adam Mickiewicz Univ, Fac Educ Studies, Learning Lab, Poznan, Poland
[4] Wroclaw Univ Hlth & Sport Sci, Dept Fundamentals Physiotherapy & Occupat Therapy, Wroclaw, Poland
关键词
Executive functions; Concentration; Esports; Virtual Reality; Cognitive Functions; training; COGNITIVE FUNCTIONS; EXPANDED TRAIL; REACTION-TIME; GAME; SYSTEM; BRAIN; METAANALYSIS; DIVERSITY; EXERCISE; FITNESS;
D O I
10.1007/s10055-025-01161-w
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The study investigates effects of virtual reality (VR) cognitive training using the rhythm-based game Beat Saber on concentration performance and executive functions in amateur esports athletes (e-athletes). A total of 128 amateur e-athletes (81 males, 47 females; mean age = 23.92 +/- 3.57 years) were randomly assigned to short-term (E8, 8 VR sessions) or long-term (E28, 28 VR sessions) training groups, or corresponding control groups without training. Cognitive functions were assessed using the S4 Cognitrone test for concentration and the Color Trail Test (CTT) for executive functions, administered at three time points: pre-intervention, immediately post-intervention, and one month after training completion. Results demonstrated significant improvements in concentration and executive functions for both VR training groups, with even the short-term training yielding substantial cognitive gains. Importantly, these cognitive enhancements were maintained during follow-up assessments. Control groups did not exhibit comparable improvements, indicating the effectiveness of the VR intervention. The findings underscore the potential of using commercially available VR games as practical cognitive training tools, emphasizing their relevance for enhancing cognitive performance in esports and similar cognitively demanding contexts.
引用
收藏
页数:17
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