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

Playing virtual reality video games could sharpen cognitive skills, according to a new study published in Life. Researchers found that sedentary female university students who played an interactive virtual reality game showed improved cognitive performance compared to those who remained inactive.

For many university students, hours spent sitting in lecture halls and studying can lead to a sedentary lifestyle, which has been linked to various health concerns.

Previous research has shown that physical activity can improve cognitive performance, but many students struggle to find the time or motivation to exercise. This is particularly true for female students, who often face additional barriers to staying active, such as cultural expectations.

With the rise of technology, researchers have been investigating whether video games can offer an alternative way to stay active while also providing cognitive benefits. Active video games, also known as “exergames,” require players to move their bodies to interact with the game. Unlike traditional exercise, these games can be more engaging and enjoyable, potentially increasing adherence to physical activity.

Led by Mshari Alghadier from Prince Sattam bin Abdulaziz University in Saudi Arabia, the research team explored how playing an active video game using virtual reality could influence cognitive function in young women who do not engage in regular physical activity.

Researchers recruited 44 sedentary female university students, with an average 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 the same period.

Before and after the session, all participants completed the Montreal Cognitive Assessment (MoCA), a standard cognitive test. Additionally, researchers used an ActivPAL accelerometer to measure physical activity levels.

The results were clear: participants who played the VR game showed significant improvements in cognitive performance. Their MoCA scores increased from an average of 22.3 to 23.4, with the greatest gains in areas related to naming, abstraction, and orientation.

In contrast, the control group showed no significant changes in their cognitive test scores.

Notably, the VR game also reached moderate-to-vigorous levels of physical activity, with an average intensity of 4.98 METs (a standard measure of energy expenditure). This suggests that VR-based games could serve as a viable form of exercise, helping inactive students stay both physically and mentally fit.

Alghadier and colleagues concluded, “A lack of adherence is a major barrier in encouraging an active lifestyle among this age group as they transition into adulthood and experience rapid lifestyle changes…. This study provides evidence that virtual reality games 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 results are promising, the study had some limitations. For instance, it was conducted over a short time frame, so it remains unclear whether long-term use of VR active video games would provide sustained cognitive benefits.

The study, “Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial,” was authored by Mshari Alghadier, Taif Alharbi, Nada Almasoud, and Abdulaziz A. Alshalawi.

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