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This gamified intervention improves working memory and cognitive transfer in young adults, suggesting heightened engagement.
The N-back task is widely recognized as a paradigm for cognitive training due to its adaptability and effectiveness in mitigating working memory decline. However, its repetitive and monotonous design often leads to reduced engagement and poor long-term adherence, lowering intervention effectiveness. To address these limitations, researchers have turned to game-based interventions and immersive technologies to enhance user motivation and sustain training participation. In this study, we propose VRN-back, a music rhythm-based gamified cognitive training system in virtual reality (VR). The system combines the adaptive N-back paradigm with rhythm-game mechanics to increase enjoyment and motivation, while immersive interaction fosters engagement and enhances training outcomes. We conducted a seven-day study with 15 young adults to evaluate the system's impact on their working memory, transfer to related cognitive domains, and user experience. Results showed significant improvements in N-back accuracy, reaction time, and maximum N level, as well as transfer effects on attention and inhibitory control tasks. Subjective evaluations indicated good usability and user experience, with the System Usability Scale scoring 80.83/100, the short User Experience Questionnaire rating pragmatic quality as "Good" and hedonic quality as "Above Average", and the Pleasure-Arousal-Dominance scale confirming sustained positive emotional states. Simulator sickness remained minimal before and after training, ensuring usability. These findings suggest the feasibility and effectiveness of immersive rhythm-based gamified VR systems for cognitive training, laying a foundation for future research on long-term cognitive intervention technologies.
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Jiang et al. (2026) studied this question.
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