Tuesday, April 1, 2025

Playing “Beat Saber” VR game enhances mental function in sedentary students

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The Power of Virtual Reality: Sharpening Cognitive Skills in University Students

The Problem of Sedentary Lifestyles

For many university students, hours spent sitting in lecture halls and studying can result in a sedentary lifestyle, which has been linked to varied health concerns. Previous research has shown that physical activity can improve cognitive performance, but many students struggle to seek out the time or motivation to exercise. This is especially true for female students, who often face additional barriers to staying energetic, resembling cultural expectations.

The Rise of Exergames

With the rise of technology, researchers have been investigating whether video games can offer an alternate method to stay energetic while also providing cognitive advantages. Active video games, also generally known as "exergames," require players to maneuver their bodies to interact with the sport. Unlike traditional exercise, these games will be more engaging and enjoyable, potentially increasing adherence to physical activity.

The Study: Using Virtual Reality to Improve Cognitive Performance

Led by Mshari Alghadier from Prince Sattam bin Abdulaziz University in Saudi Arabia, the research team explored how playing an energetic video game using virtual reality could influence cognitive function in young women who don’t engage in regular physical activity. The study involved 44 sedentary female university students, with a mean age of 21 years, who were randomly divided into two groups. The virtual reality group (24 students) played Beat Saber, a rhythm-based VR game that involves hitting moving blocks with virtual sabers, for 20 minutes. The control group (20 students) remained seated quietly for a similar period.

Results: Improved Cognitive Performance within the VR Group

The results were clear: participants who played the VR game showed significant improvements in cognitive performance. Their MoCA scores increased from a mean of twenty-two.3 to 23.4, with the best gains in areas related to naming, abstraction, and orientation. In contrast, the control group showed no significant changes of their cognitive test scores.

Conclusion: The Potential of Virtual Reality Games

The study provides evidence that virtual reality games can enable moderate to vigorous physical activity in female university students, thus facilitating physical activity participation and meeting the recommendations of national and international guidelines. While the outcomes are promising, the study had some limitations, and it stays unclear whether long-term use of VR energetic video games would offer sustained cognitive advantages. However, the study suggests that virtual reality games might be a viable type of exercise, helping inactive students stay each physically and mentally fit. As the world of technology continues to evolve, it’s crucial to explore latest ways to advertise physical activity and improve cognitive function, and this study is a big step in that direction.

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