Eight weeks of VR and SFV enhanced cognitive and cognitive-motor performance, with VR providing domain-specific advantages in executive function, but SFV sustaining more improvements in real-world-relevant cognitive-motor tasks.
Key Findings
Results
Both VR and video-based stick-fight training improved Stroop reading performance over 8 weeks.
Main effect of time for Stroop reading: F(1,53) = 14.84, p < .001, η² = 0.219
Improvement was observed across both groups without a significant group × time interaction, indicating neither intervention was superior for this measure
N = 55 healthy adults (VR: n = 30; SFV: n = 25; mean age 25.5 ± 7.1 years; 41.8% female)
Training program consisted of 2 × 30 min/week for 8 weeks
Results
Both groups improved Stroop inhibition performance, indicating gains in cognitive inhibition regardless of training modality.
Main effect of time for Stroop inhibition: F(1,53) = 10.99, p = .002, η² = 0.172
No significant group difference was reported for this measure, suggesting equivalent inhibition benefits across VR and SFV
Stroop inhibition (version 3) measures the ability to suppress automatic responses, reflecting executive function
Results
Both groups improved Letter Cancellation Test (LCT) performance, reflecting gains in selective attention and processing speed.
Main effect of time for LCT: F(1,53) = 4.57, p = .037, η² = 0.079
Effect size was small (η² = 0.079) compared to other measures
No significant group × time interaction was reported, indicating similar LCT improvement for both modalities
Results
VR training produced greater improvements in Trail Making Test (TMT) performance compared to stick-fight video training.
Significant time × group interaction for TMT: F(1,53) = 6.55, p = .031, η² = 0.110
This indicates VR provided domain-specific advantages in executive function (cognitive flexibility/set-shifting) over the non-immersive control
The TMT measures cognitive flexibility and the ability to alternate between sets, a key executive function domain
Effect size was moderate (η² = 0.110)
Results
Both groups showed substantial improvements in cognitive-motor performance on the Trail Walking Test (TWT).
Main effect of time for TWT: F(1,25) = 55.32, p < .001, η² = 0.689
Effect size was very large (η² = 0.689), indicating robust cognitive-motor gains from both interventions
The TWT is described as a real-world-relevant cognitive-motor task
No significant group difference was reported for TWT overall improvement
Results
Both groups improved on the Fitts task (difficulty level 3), with VR showing greater gains.
Main effect of time for Fitts3: F(1,53) = 44.97, p < .001, η² = 0.459
VR group showed significantly greater gains in Fitts3 compared to SFV: p = .006
The Fitts task measures speed-accuracy tradeoff in motor targeting, with level 3 representing a specific difficulty condition
Large effect size (η² = 0.459) for the main time effect
Results
VR-related advantages in executive function were not uniformly persistent, while SFV sustained more improvements in real-world-relevant cognitive-motor tasks.
The study included post-training follow-up measurements to assess persistence of effects
VR provided domain-specific but non-uniformly persistent advantages in executive function
SFV sustained more improvements in real-world-relevant cognitive-motor tasks despite VR's acute/short-term advantages in some domains
This suggests the modality of training may differentially influence retention of cognitive versus cognitive-motor skills
Methods
The study design matched VR and stick-fight video conditions on movement patterns, frequency, intensity, and duration to isolate the effect of immersiveness.
Randomized quasi-experimental design with N = 55 participants assigned to VR (n = 30) or SFV (n = 25)
Both conditions involved 2 × 30 min sessions per week for 8 weeks
Matching on movement patterns, frequency, intensity, and duration was used to control for exercise-related confounds
Mixed-design ANOVAs were used to analyze outcome data across time and group factors
What This Means
This research suggests that both virtual reality (VR) exergaming and watching and following along with a non-immersive stick-fight video can improve thinking and movement skills in healthy young adults after 8 weeks of twice-weekly 30-minute sessions. Both approaches led to measurable gains in reading speed, the ability to suppress automatic responses (cognitive inhibition), attention, and combined thinking-and-movement tasks. The study was carefully designed so that both groups did the same types of movements for the same amount of time, meaning any differences between the groups could be attributed to the immersive VR experience itself rather than just the exercise.
Where VR showed an edge was in executive function — specifically, the ability to flexibly switch between tasks (measured by the Trail Making Test) and a targeting motor task at a specific difficulty level. However, these VR advantages were not consistent across all follow-up measurements, suggesting the benefits may not always last. Interestingly, the non-immersive stick-fight video group maintained more improvements in tasks that resemble everyday real-world movement challenges, raising questions about which format is actually better for long-term practical benefit.
This research suggests that immersive VR exercise is not necessarily superior across the board to simpler, cheaper video-based exercise programs. While VR may offer unique short-term boosts in certain executive functions, non-immersive video training can be comparably effective — and possibly more durable — for real-world cognitive-motor skills. These findings are relevant for designing exercise interventions and rehabilitation programs, particularly for settings where VR technology may be costly or inaccessible.
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Herden M, Grosprêtre S, Eon P, Bischoff L, Wollesen B. (2026). Game changer? Cognitive-motor effects of VR exergaming compared to video-based training.. Annals of medicine. https://doi.org/10.1080/07853890.2026.2713245