B – 69 Comparing Changes in Cognition Between Acute Bouts of Virtual Reality and Treadmill Exercise: A Pilot Study

Abstract Objective Virtual reality (VR) exergames have the potential to increase physical activity engagement while addressing concerns of cognitive decline. This study explored changes in executive function, attention, and processing speed following an acute session of a VR exergame compared to traditional exercise. Method Inactive adults were randomly assigned to VR, Treadmill, or Sitting (n = 14/condition) and completed a 21-minute moderate-intensity exercise session. VR participants played a full-body exergame, whereas Treadmill participants walked briskly, and Sitting participants sat quietly. Neuropsychological tests assessing working memory and auditory attention (Backward Digit Span Test - BDST), processing speed, visual attention, and executive function (Trail Making Test A and B- TMT A and B) were administered before and after the session. Results Participants showed the greatest increase in the number of digits recalled for the BDST in VR (Mean (M) = 2.36 ± 2.47), compared to the Treadmill (M = 1.00 ± 2.04) and Sitting conditions (M = 1.50 ± 3.76). Participants showed the biggest decrease in time on TMT A and TMT B in the Treadmill (M = -4.79 ± 6.87 and M = -19.92 ± 26.23), compared to the VR (M = -3.14 ± 4.83 and M = -11.71 ± 11.70) and Sitting conditions (M = -3.71 ± 4.92 and M = -5.14 ± 11.03). Conclusion VR exergames showed the greatest improvements in working memory and auditory attention, whereas treadmill exercise yielded larger gains in processing speed, visual attention, and executive function. These preliminary findings suggest that different modalities may enhance distinct cognitive domains in inactive adults.

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Publication Details

Journal
Archives of Clinical Neuropsychology
Published
2025-09-26
DOI
https://doi.org/10.1093/arclin/acaf084.219
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

B – 69 Comparing Changes in Cognition Between Acute Bouts of Virtual Reality and Treadmill Exercise: A Pilot Study

Selah Caliva, Bethany R. Raiff, Mikaela Bubna, Sapjah Zapotitla
Archives of Clinical Neuropsychology
Virtual Reality Applications and Impacts
article

B – 69 Comparing Changes in Cognition Between Acute Bouts of Virtual Reality and Treadmill Exercise: A Pilot Study

Selah Caliva, Bethany R. Raiff, Mikaela Bubna, Sapjah Zapotitla
article en

Abstract

Abstract Objective Virtual reality (VR) exergames have the potential to increase physical activity engagement while addressing concerns of cognitive decline. This study explored changes in executive function, attention, and processing speed following an acute session of a VR exergame compared to traditional exercise. Method Inactive adults were randomly assigned to VR, Treadmill, or Sitting (n = 14/condition) and completed a 21-minute moderate-intensity exercise session. VR participants played a full-body exergame, whereas Treadmill participants walked briskly, and Sitting participants sat quietly. Neuropsychological tests assessing working memory and auditory attention (Backward Digit Span Test - BDST), processing speed, visual attention, and executive function (Trail Making Test A and B- TMT A and B) were administered before and after the session. Results Participants showed the greatest increase in the number of digits recalled for the BDST in VR (Mean (M) = 2.36 ± 2.47), compared to the Treadmill (M = 1.00 ± 2.04) and Sitting conditions (M = 1.50 ± 3.76). Participants showed the biggest decrease in time on TMT A and TMT B in the Treadmill (M = -4.79 ± 6.87 and M = -19.92 ± 26.23), compared to the VR (M = -3.14 ± 4.83 and M = -11.71 ± 11.70) and Sitting conditions (M = -3.71 ± 4.92 and M = -5.14 ± 11.03). Conclusion VR exergames showed the greatest improvements in working memory and auditory attention, whereas treadmill exercise yielded larger gains in processing speed, visual attention, and executive function. These preliminary findings suggest that different modalities may enhance distinct cognitive domains in inactive adults.

Archives of Clinical NeuropsychologyVol. 40(Supplement_2)
Openalex Percentile: Top 74%
Virtual Reality Applications and Impacts
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