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Does a virtual reality dance game improve self-control and brain activity in young adults more than the same workout following a video?
Immersive virtual reality exergaming versus video-guided screen-based exercise for cognitive and neurophysiological adaptations in young adults: an acute randomized crossover study and a 10-week randomized controlled trial.
- Sponsor
- Universidad Loyola Andalucía (Academic or other)
- Enrolment
- 104 planned
- Conditions
- Executive function (inhibitory control) and frontal cortical activity in healthy young adults
- Interventions
- Two independent studies with non-overlapping samples are conducted at the same research facility
- Ages
- adults
- Registry
- ISRCTN15563829
From the registry
Background and study aims Physical exercise that also challenges the mind, such as dance video games, can improve the ability to control impulses and focus attention. Virtual reality headsets make these games more immersive, which might increase these benefits, but this has not been well tested. This study aims to find out whether playing a dance game in virtual reality improves self-control and brain activity more than doing exactly the same workout by following a video on a normal screen, both after a single session and after 10 weeks of training. Who can participate? Healthy adults aged 18 to 30 years who are students in vocational training or university programmes, who can safely do moderate exercise and who do not regularly play virtual reality rhythm games. What does the study involve? There are two separate studies with different participants. In the first study, each participant does two exercise sessions at least 3 days apart: one playing the game Beat Saber with a virtual reality headset, and one copying the same movements from a video on a large screen while holding foam…
Primary outcomes
- Inhibitory control (Stroop interference index)
History
Study completion expected
Primary completion expected
Registered
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