Virtual Reality Video Games Improve Brain Function in Inactive Female Students
Author Information
Author(s): Alghadier Mshari, Alharbi Taif, Almasoud Nada, Alshalawi Abdulaziz A., Romero-Morales Carlos, Plaza-Manzano Gustavo, Ortega-Santiago Ricardo
Primary Institution: Prince Sattam bin Abdulaziz University
Hypothesis
The cognitive test scores of the VR group would improve after the VR game session compared to the control group.
Conclusion
The VR game improved cognitive ability compared to the control group, suggesting that VR games have a positive impact on cognitive function.
Supporting Evidence
- The VR game significantly influenced the naming, abstraction, and orientation components of the MoCA scale.
- The intensity of PA generated by the VR game was equivalent to moderate-to-vigorous PA.
- Participants in the VR group showed a significant improvement in cognitive performance compared to the control group.
Takeaway
Playing video games in virtual reality can help students think better and be more active.
Methodology
The study randomly assigned 44 sedentary female university students to either a VR group that played a VR game for 20 minutes or a control group that remained quiet, measuring cognitive performance before and after the intervention.
Potential Biases
Potential selection bias due to strict inclusion criteria and the exclusion of participants with higher physical activity levels.
Limitations
The study focused only on female participants and had a high exclusion rate due to device malfunctions and no-shows.
Participant Demographics
Sedentary female university students aged 18 to 23 years.
Statistical Information
P-Value
0.03
Statistical Significance
p<0.05
Digital Object Identifier (DOI)
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