Background <p>In contemporary esports, the efficiency of cognitive functions, especially visuospatial memory, is a key factor determining a player’s performance. Due to the development of this area of sports and global competition, methods for training cognitive functions are being sought. This study compares the effects of short-term and long-term training using immersive VR on amateur e-athletes.</p> Material and methods <p>The study involved 128 amateur e-athletes divided into two experimental groups: one with an 8-weekdays VR training program and another with a 28-weekdays training program, along with corresponding control groups. The VR intervention used the game Beat Saber, played for 15&#xa0;min over either 8 or 28 weekdays. In each experimental group, visuospatial memory span was measured using the Corsi test from the Vienna Test System before and after the intervention.</p> Results <p>VR training significantly improved visuospatial memory in experimental groups. The group with the shorter training period showed the best cognitive training effects.</p> Conclusion <p>Exposure to immersive VR can be an effective form of visuospatial memory training for e-athletes, where cognitive abilities play a crucial role in achieving better results. The findings indicate that short-term VR training is as effective as long-term training.</p>

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Application of short and long-term virtual reality training for visuospatial memory development in amateur e-athletes

  • Maciej Lachowicz,
  • Anna Serweta-Pawlik,
  • Alina Żurek,
  • Dariusz Jamro,
  • Wojciech Cieśliński,
  • Marek Kociuba,
  • Grzegorz Żurek

摘要

Background

In contemporary esports, the efficiency of cognitive functions, especially visuospatial memory, is a key factor determining a player’s performance. Due to the development of this area of sports and global competition, methods for training cognitive functions are being sought. This study compares the effects of short-term and long-term training using immersive VR on amateur e-athletes.

Material and methods

The study involved 128 amateur e-athletes divided into two experimental groups: one with an 8-weekdays VR training program and another with a 28-weekdays training program, along with corresponding control groups. The VR intervention used the game Beat Saber, played for 15 min over either 8 or 28 weekdays. In each experimental group, visuospatial memory span was measured using the Corsi test from the Vienna Test System before and after the intervention.

Results

VR training significantly improved visuospatial memory in experimental groups. The group with the shorter training period showed the best cognitive training effects.

Conclusion

Exposure to immersive VR can be an effective form of visuospatial memory training for e-athletes, where cognitive abilities play a crucial role in achieving better results. The findings indicate that short-term VR training is as effective as long-term training.