Executive function outcomes following an immersive virtual reality game based intervention in Peruvian schoolchildren

Objective This exploratory study examined changes in executive-function performance following an immersive virtual reality game-based program in Peruvian schoolchildren. Methods Fifty-one children from a public school in southern Peru participated (mean age = 11.27 years, SD = 0.75). The project leader used random numbers generated in Microsoft Excel to allocate children within grade and classroom strata to an experimental group (n = 25) or a usual-activity control group ( n = 26). No a priori sample-size calculation was performed. The intervention comprised eight sessions over 4 weeks, with all five games presented in each session and up to 7.5 min of active exposure. Executive functions were assessed before and after the program using the six ENFEN scores; no single score was prioritized. Linear mixed-effects models were adjusted for age, sex, and body mass index. Results Among 50 children with longitudinal data, the Time × Group estimates favored the experimental group for Rings ( β = −45.12, 95% CI [−82.50, −7.74], nominal p = 0.022) and Interference ( β = 16.42, 95% CI [1.29, 31.55], nominal p = 0.039). No, statistically significant interactions were identified for the remaining outcomes. No correction for multiple testing was applied. Conclusion These task-specific findings are exploratory and require replication. They do not establish a benefit specific to immersion or cognitive training independently of novelty, engagement, and additional adult attention.

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Publication Details

Journal
Frontiers in Psychology
Published
2026-11-11
DOI
https://doi.org/10.3389/fpsyg.2026.1991597
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Executive function outcomes following an immersive virtual reality game based intervention in Peruvian schoolchildren

Ashley Oliveros Marquez, Joel Figueroa-Quiñones, Fernando Jesus Rebatta Mendoza, Jarumy Flores Ochoa et al.
Frontiers in Psychology
Virtual Reality Applications and Impacts
article

Executive function outcomes following an immersive virtual reality game based intervention in Peruvian schoolchildren

Ashley Oliveros Marquez, Joel Figueroa-Quiñones, Fernando Jesus Rebatta Mendoza, Jarumy Flores Ochoa, Joe Julca de la Cruz, Dayron Sahid Carbajal Parra, Julissa Pariona-Espino
article en

Abstract

Objective This exploratory study examined changes in executive-function performance following an immersive virtual reality game-based program in Peruvian schoolchildren. Methods Fifty-one children from a public school in southern Peru participated (mean age = 11.27 years, SD = 0.75). The project leader used random numbers generated in Microsoft Excel to allocate children within grade and classroom strata to an experimental group (n = 25) or a usual-activity control group ( n = 26). No a priori sample-size calculation was performed. The intervention comprised eight sessions over 4 weeks, with all five games presented in each session and up to 7.5 min of active exposure. Executive functions were assessed before and after the program using the six ENFEN scores; no single score was prioritized. Linear mixed-effects models were adjusted for age, sex, and body mass index. Results Among 50 children with longitudinal data, the Time × Group estimates favored the experimental group for Rings ( β = −45.12, 95% CI [−82.50, −7.74], nominal p = 0.022) and Interference ( β = 16.42, 95% CI [1.29, 31.55], nominal p = 0.039). No, statistically significant interactions were identified for the remaining outcomes. No correction for multiple testing was applied. Conclusion These task-specific findings are exploratory and require replication. They do not establish a benefit specific to immersion or cognitive training independently of novelty, engagement, and additional adult attention.

Frontiers in PsychologyVol. 17
Universidad Autónoma de Ica (PE)
Virtual Reality Applications and Impacts
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