Acute effect of immersive VR technology on postural control and reaction time in young adults: a randomized controlled trial

Abstract Immersive virtual reality (VR) has become a promising tool for sports training and rehabilitation due to its potential in modulating sensorimotor function. However, the acute effects of a single VR session on sensory organization and reaction time remain unclear, especially when both outcomes are assessed simultaneously. In this randomized controlled trial we investigated whether an acute VR intervention changes sensory organization and reaction time (LOS RT) in healthy young adults. Eighty-one healthy adults aged 18–25 years were randomly assigned to an immersive VR group ( n = 41) or a passive control group ( n = 40). The VR group completed a physically active 20-minute immersive VR motor task using an HTC VIVE Cosmos head-mounted display, whereas controls rested in a seated position for the same duration. Computerized dynamic posturography was performed before and immediately after the intervention using the Neurocom SMART EquiTest system. The primary outcome was the Sensory Organization Test (SOT) Composite Score. Secondary outcomes included the somatosensory (SOM), visual (VIS), vestibular (VEST), and visual preference (PREF) indices, as well as reaction time (LOS RT) measured during the Limits of Stability test. The primary intervention effect was assessed using ANCOVA adjusted for the corresponding baseline value. At baseline, the VR group had lower Composite Score and VEST values than the control group. After adjustment for baseline values, no significant between-group difference was observed for Composite Score (adjusted mean difference 0.51, 95% CI − 1.53 to 2.55; p = 0.623). Similarly, no significant between-group differences were observed for SOM (1.29, 95% CI − 1.59 to 4.17; p = 0.380), VIS (− 1.01, 95% CI − 4.96 to 2.94; p = 0.615), VEST (− 1.20, 95% CI − 6.00 to 3.59; p = 0.623), PREF (0.55, 95% CI − 2.97 to 4.07; p = 0.761), or LOS RT (0.004 s, 95% CI − 0.049 to 0.058; p = 0.872). A sensitivity analysis based on group × time interactions yielded a consistent pattern, with no statistically significant between-group differences in change over time. Under the conditions of this randomized controlled trial, a single 20-minute session of immersive VR did not produce statistically detectable between-group effects on postural control or LOS reaction time in healthy young adults. Although some within-group changes were observed, these did not differ significantly from changes in the passive control group and may therefore reflect nonspecific factors such as repeated testing or familiarization. Trial registration: ClinicalTrials.gov, NCT07709065 (retrospectively registered on 15/07/2026).

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Journal
Scientific Reports
Published
2026-10-15
DOI
https://doi.org/10.1038/s41598-026-75184-x
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Acute effect of immersive VR technology on postural control and reaction time in young adults: a randomized controlled trial

Maciej Tomasz Kochman, Michal Kručko, Izabela Niekurzak
Scientific Reports
Virtual Reality Applications and Impacts
article

Acute effect of immersive VR technology on postural control and reaction time in young adults: a randomized controlled trial

Maciej Tomasz Kochman, Michal Kručko, Izabela Niekurzak
article en

Abstract

Abstract Immersive virtual reality (VR) has become a promising tool for sports training and rehabilitation due to its potential in modulating sensorimotor function. However, the acute effects of a single VR session on sensory organization and reaction time remain unclear, especially when both outcomes are assessed simultaneously. In this randomized controlled trial we investigated whether an acute VR intervention changes sensory organization and reaction time (LOS RT) in healthy young adults. Eighty-one healthy adults aged 18–25 years were randomly assigned to an immersive VR group ( n = 41) or a passive control group ( n = 40). The VR group completed a physically active 20-minute immersive VR motor task using an HTC VIVE Cosmos head-mounted display, whereas controls rested in a seated position for the same duration. Computerized dynamic posturography was performed before and immediately after the intervention using the Neurocom SMART EquiTest system. The primary outcome was the Sensory Organization Test (SOT) Composite Score. Secondary outcomes included the somatosensory (SOM), visual (VIS), vestibular (VEST), and visual preference (PREF) indices, as well as reaction time (LOS RT) measured during the Limits of Stability test. The primary intervention effect was assessed using ANCOVA adjusted for the corresponding baseline value. At baseline, the VR group had lower Composite Score and VEST values than the control group. After adjustment for baseline values, no significant between-group difference was observed for Composite Score (adjusted mean difference 0.51, 95% CI − 1.53 to 2.55; p = 0.623). Similarly, no significant between-group differences were observed for SOM (1.29, 95% CI − 1.59 to 4.17; p = 0.380), VIS (− 1.01, 95% CI − 4.96 to 2.94; p = 0.615), VEST (− 1.20, 95% CI − 6.00 to 3.59; p = 0.623), PREF (0.55, 95% CI − 2.97 to 4.07; p = 0.761), or LOS RT (0.004 s, 95% CI − 0.049 to 0.058; p = 0.872). A sensitivity analysis based on group × time interactions yielded a consistent pattern, with no statistically significant between-group differences in change over time. Under the conditions of this randomized controlled trial, a single 20-minute session of immersive VR did not produce statistically detectable between-group effects on postural control or LOS reaction time in healthy young adults. Although some within-group changes were observed, these did not differ significantly from changes in the passive control group and may therefore reflect nonspecific factors such as repeated testing or familiarization. Trial registration: ClinicalTrials.gov, NCT07709065 (retrospectively registered on 15/07/2026).

Scientific Reports
University of Rzeszów (PL)
Good health and well-being
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
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