Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population

<b>Background</b>: The ageing process is associated with a decline in cognitive functions, including eye-hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality-based therapy in enhancing cognitive functions in seniors. <b>Methods</b>: This study was conducted on 38 cases (29 women and 9 men) with a mean age of 87.2 years, who were divided into two groups: a VR group (with a 4-week, three-time-week training program using the game "<i>Beat Saber</i>") and a control group (with a standard 4-week exercise program). Assessments of eye-hand coordination and attentional concentration were conducted at the beginning (T<sub>0</sub>) and the end (T<sub>1</sub>) of the training. <b>Results</b>: Analysis of eye-hand coordination and attentional concentration showed significant improvement in both groups (T<sub>0</sub> vs. T<sub>1</sub>: <i>p</i> = 0.0002 for the intervention group and <i>p</i> = 0.007 for the control group). However, the effect in the VR group was almost three times greater than in the control group (1.689 vs. 0.615 in D effect). Moreover, in the VR group, an analysis of "good cuts" indicated improvements in both parameters after 4 weeks of VR training. The percentage of correctly received stimuli increased significantly across sessions (<i>p</i> < 0.00001). Furthermore, 84.3% of participants experienced a twofold improvement in performance over the 12 VR sessions (42% vs. 80% accuracy in successful hits). The distribution of results also suggests a positive subjective impact of VR therapy in maintaining mental activity. <b>Conclusions</b>: The findings indicate that VR-related training can support elderly individuals in recovering cognitive function, potentially enhancing their independence and life quality.

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Publication Details

Journal
Journal of Clinical Medicine
Published
2025-07-01
DOI
https://doi.org/10.3390/jcm14134651
Citations
2
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
Field-Weighted Citation Impact
2.05

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article

Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population

Dorota Borzucka, Edyta Majorczyk, Żaneta Grzywacz, Justyna Jaśniewicz et al.
2 citations
Journal of Clinical Medicine
Stroke Rehabilitation and Recovery
2.05
article

Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population

Dorota Borzucka, Edyta Majorczyk, Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska
article en
2 citations

Abstract

<b>Background</b>: The ageing process is associated with a decline in cognitive functions, including eye-hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality-based therapy in enhancing cognitive functions in seniors. <b>Methods</b>: This study was conducted on 38 cases (29 women and 9 men) with a mean age of 87.2 years, who were divided into two groups: a VR group (with a 4-week, three-time-week training program using the game "<i>Beat Saber</i>") and a control group (with a standard 4-week exercise program). Assessments of eye-hand coordination and attentional concentration were conducted at the beginning (T<sub>0</sub>) and the end (T<sub>1</sub>) of the training. <b>Results</b>: Analysis of eye-hand coordination and attentional concentration showed significant improvement in both groups (T<sub>0</sub> vs. T<sub>1</sub>: <i>p</i> = 0.0002 for the intervention group and <i>p</i> = 0.007 for the control group). However, the effect in the VR group was almost three times greater than in the control group (1.689 vs. 0.615 in D effect). Moreover, in the VR group, an analysis of "good cuts" indicated improvements in both parameters after 4 weeks of VR training. The percentage of correctly received stimuli increased significantly across sessions (<i>p</i> < 0.00001). Furthermore, 84.3% of participants experienced a twofold improvement in performance over the 12 VR sessions (42% vs. 80% accuracy in successful hits). The distribution of results also suggests a positive subjective impact of VR therapy in maintaining mental activity. <b>Conclusions</b>: The findings indicate that VR-related training can support elderly individuals in recovering cognitive function, potentially enhancing their independence and life quality.

Journal of Clinical MedicineVol. 14(13)
Opole University of Technology (PL)
Politechnika Opolska
Openalex Percentile: Top 12%
Stroke Rehabilitation and Recovery
2.05
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