Pilot study shows VR exergames improve working memory, while treadmill exercise enhances processing speed.
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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Bubna et al. (2025) studied this question.
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