PURPOSE: The purpose of this paper was to explore predictors of change in attentional control observed in a randomized controlled trial (RCT) investigating VR-based cognitive training, using the game BeatSaber. MATERIALS AND METHODS: Data were collected at baseline of the RCT, including 100 participants in the chronic phase of TBI, defined as at least one year post-injury. The 51 participants randomized to the VR group were included in this analysis. Primary outcome measure was based on the main significant finding from the RCT, a ratio score between speed and accuracy, Inverse Efficiency Score (IES). To explore potential predictors of post-treatment change in IES, a multivariable regression analysis was performed. Based on previous research, age, years since injury, executive functioning, level of abstract thinking, and immersive tendencies were selected as predictors. RESULTS: The model explained 40% of the variance of the post treatment change in IES. More years since injury, lower baseline executive functioning and higher immersive tendencies towards games explained greater change in VR-training. However, after bootstrapping, only years since injury remained a significant predictor. CONCLUSION: In light of the bootstrapped analyses, the findings should be interpreted as exploratory and considered hypothesis-generating, warranting further investigation in larger samples.
Johansen et al. (Wed,) studied this question.