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Updated: May 20, 2026

Objectively Assessing Sports Concussion Utilizing Visual Evoked Potentials
Published on: April 27, 2021
Virtual reality as a screening tool for sports concussion in adolescents
Pierre Nolin1, Annie Stipanicic, Mylène Henry
1Laboratoire de Recherche Interdisciplinaire en Réalité Virtuelle, Département de Psychologie, Université du Québec à Trois-Rivières, Québec, Canada. pierre.nolin@uqtr.ca
Primary Objective:
There is controversy surrounding the cognitive effects of sports concussion. This study aimed to verify whether the technique of virtual reality could aid in the identification of attention and inhibition deficits in adolescents.
Study Design:
A prospective design was used to assess 25 sports-concussed and 25 non-sports-concussed adolescents enrolled in a sport and education programme.
Methods And Procedures:
Participants were evaluated in immersive virtual reality via ClinicaVR: Classroom-CPT and in real life via the traditional VIGIL-CPT.
Main Outcomes And Results:
The neuropsychological assessment using virtual reality showed greater sensitivity to the subtle effects of sports concussion compared to the traditional test, which showed no difference between groups. The results also demonstrated that the sports concussion group reported more symptoms of cybersickness and more intense cybersickness than the control group.
Conclusions:
Sports concussion was associated with subtle deficits in attention and inhibition. However, further studies are needed to support these results.
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