Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial

Background: 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...

Full description

Saved in:
Bibliographic Details
Main Authors: Mshari Alghadier, Taif Alharbi, Nada Almasoud, Abdulaziz A. Alshalawi
Format: Article
Language:English
Published: MDPI AG 2024-12-01
Series:Life
Subjects:
Online Access:https://www.mdpi.com/2075-1729/14/12/1651
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1850241859251601408
author Mshari Alghadier
Taif Alharbi
Nada Almasoud
Abdulaziz A. Alshalawi
author_facet Mshari Alghadier
Taif Alharbi
Nada Almasoud
Abdulaziz A. Alshalawi
author_sort Mshari Alghadier
collection DOAJ
description Background: 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. Methods: 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. Results: 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, <i>p</i> = 0.03. The VR game significantly influenced the naming, abstraction, and orientation components of the MoCA scale (all <i>p</i> ≤ 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). Conclusions: 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.
format Article
id doaj-art-2bd94f5a5e0b4db499a8f9e860213489
institution OA Journals
issn 2075-1729
language English
publishDate 2024-12-01
publisher MDPI AG
record_format Article
series Life
spelling doaj-art-2bd94f5a5e0b4db499a8f9e8602134892025-08-20T02:00:28ZengMDPI AGLife2075-17292024-12-011412165110.3390/life14121651Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical TrialMshari Alghadier0Taif Alharbi1Nada Almasoud2Abdulaziz A. Alshalawi3Department of Health and Rehabilitation Sciences, Prince Sattam bin Abdulaziz University, Alkharj 11942, Saudi ArabiaDepartment of Health and Rehabilitation Sciences, Prince Sattam bin Abdulaziz University, Alkharj 11942, Saudi ArabiaDepartment of Physical Therapy, Maternity and Children’s Hospital in Alkharj, Alkharj 16278, Saudi ArabiaDepartment of Family Medicine, Ad Dirryah Hospital, Riyadh 13717, Saudi ArabiaBackground: 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. Methods: 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. Results: 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, <i>p</i> = 0.03. The VR game significantly influenced the naming, abstraction, and orientation components of the MoCA scale (all <i>p</i> ≤ 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). Conclusions: 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.https://www.mdpi.com/2075-1729/14/12/1651physical activityvirtual realityactive video gamecognitive performanceMoCA
spellingShingle Mshari Alghadier
Taif Alharbi
Nada Almasoud
Abdulaziz A. Alshalawi
Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
Life
physical activity
virtual reality
active video game
cognitive performance
MoCA
title Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
title_full Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
title_fullStr Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
title_full_unstemmed Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
title_short Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial
title_sort active video games using virtual reality influence cognitive performance in sedentary female university students a randomized clinical trial
topic physical activity
virtual reality
active video game
cognitive performance
MoCA
url https://www.mdpi.com/2075-1729/14/12/1651
work_keys_str_mv AT msharialghadier activevideogamesusingvirtualrealityinfluencecognitiveperformanceinsedentaryfemaleuniversitystudentsarandomizedclinicaltrial
AT taifalharbi activevideogamesusingvirtualrealityinfluencecognitiveperformanceinsedentaryfemaleuniversitystudentsarandomizedclinicaltrial
AT nadaalmasoud activevideogamesusingvirtualrealityinfluencecognitiveperformanceinsedentaryfemaleuniversitystudentsarandomizedclinicaltrial
AT abdulazizaalshalawi activevideogamesusingvirtualrealityinfluencecognitiveperformanceinsedentaryfemaleuniversitystudentsarandomizedclinicaltrial