Alghadier Mshari, Alharbi Taif, Almasoud Nada, Alshalawi Abdulaziz A
Department of Health and Rehabilitation Sciences, Prince Sattam bin Abdulaziz University, Alkharj 11942, Saudi Arabia.
Department of Physical Therapy, Maternity and Children's Hospital in Alkharj, Alkharj 16278, Saudi Arabia.
Life (Basel). 2024 Dec 12;14(12):1651. doi: 10.3390/life14121651.
Virtual reality (VR) is an emerging technology that is proving to be effective in encouraging physical activity (PA) and improving health. Although regular PA has many advantages, physical inactivity continues to be a significant global health concern. Using an ActivPAL for PA assessment, this study examines the effects of an active video game (AVG) using VR on cognitive function among female university students.
We randomly divided 44 sedentary female university students (mean age 21.3 years, SD 1.12 years) into two groups, the control group and VR group. During the study period, the VR group was required to play the Beat Saber VR game for 20 min, while the control group was required to remain quiet. Their cognitive performance was evaluated using the Montreal Cognitive Assessment (MoCA)-Arabic version pre- and post-test, and the PA level and intensity were tracked using the ActivPAL.
There was a significant difference between the MoCA total score pre-test (mean = 22.3, SD = 2.25) and the MoCA total score post-test (mean = 23.4, SD = 2.48), t (23) = 1.87, = 0.03. The VR game significantly influenced the naming, abstraction, and orientation components of the MoCA scale (all ≤ 0.05). The intensity of PA generated by the VR game was equivalent to moderate-to-vigorous PA, with a mean of 4.98 metabolic equivalents of task (MET) (SD = 1.20).
The VR game improved the cognitive ability compared to the control group, suggesting that VR games have a positive impact on cognitive function. Physically inactive female university students have been found to benefit from VR games in terms of their cognitive function.
虚拟现实(VR)是一项新兴技术,已被证明在促进身体活动(PA)和改善健康方面有效。尽管定期进行身体活动有诸多益处,但身体不活动仍然是一个重大的全球健康问题。本研究使用活动记录仪评估身体活动情况,探讨一款使用VR的主动式电子游戏(AVG)对女大学生认知功能的影响。
我们将44名久坐不动的女大学生(平均年龄21.3岁,标准差1.12岁)随机分为两组,即对照组和VR组。在研究期间,VR组被要求玩《节奏光剑VR》游戏20分钟,而对照组则被要求保持安静。使用蒙特利尔认知评估量表(MoCA)阿拉伯语版在测试前后评估她们的认知表现,并使用活动记录仪跟踪身体活动水平和强度。
MoCA总分测试前(平均值 = 22.3,标准差 = 2.25)与测试后(平均值 = 23.4,标准差 = 2.48)存在显著差异,t(23) = 1.87,P = 0.03。VR游戏对MoCA量表的命名、抽象和定向部分有显著影响(所有P≤0.05)。VR游戏产生的身体活动强度相当于中等到剧烈的身体活动,平均任务代谢当量(MET)为4.98(标准差 = 1.20)。
与对照组相比,VR游戏提高了认知能力,表明VR游戏对认知功能有积极影响。已发现久坐不动的女大学生在认知功能方面从VR游戏中受益。