2023
DOI: 10.1111/cogs.13278
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How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study

Abstract: Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min … Show more

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Cited by 5 publications
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“…Given that in most virtual spatial environments, head rotations are both necessary for visual exploration (tracked head rotations being the means of spatial exploration) and a potential source of cybersickness, it seems important to explore the question of their relationship, particularly with regard to visuomotor tasks. Indeed, hand-eye coordination is central to many processes in VR: beyond being the main game-play mechanism of many commercial successes, such as Beatsaber, Half-Life Alyx or The Lab, the use of VR for the evaluation and rehabilitation of visuomotor performance could well prove to be a new tool for cognitive and movement sciences (Carrieri et al, 2016;Choi et al, 2018;Pratviel et al, 2021;David et al, 2022;Grosprêtre et al, 2023), but also for health research and applications, for instance in the case of Parkinson's disease (Eng et al, 2007;Seitz, 2014;Chen et al, 2020;Köster et al, 2021;Lahude et al, 2022). For example, the study of Pratviel & al.…”
Section: Introductionmentioning
confidence: 99%
“…Given that in most virtual spatial environments, head rotations are both necessary for visual exploration (tracked head rotations being the means of spatial exploration) and a potential source of cybersickness, it seems important to explore the question of their relationship, particularly with regard to visuomotor tasks. Indeed, hand-eye coordination is central to many processes in VR: beyond being the main game-play mechanism of many commercial successes, such as Beatsaber, Half-Life Alyx or The Lab, the use of VR for the evaluation and rehabilitation of visuomotor performance could well prove to be a new tool for cognitive and movement sciences (Carrieri et al, 2016;Choi et al, 2018;Pratviel et al, 2021;David et al, 2022;Grosprêtre et al, 2023), but also for health research and applications, for instance in the case of Parkinson's disease (Eng et al, 2007;Seitz, 2014;Chen et al, 2020;Köster et al, 2021;Lahude et al, 2022). For example, the study of Pratviel & al.…”
Section: Introductionmentioning
confidence: 99%