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Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain
Truls Johansen1, Martin Matre2, Marianne Løvstad2
1Center for Research and Innovation, Sunnaas Rehabilitation Hospital, Nesodden, Norway; Department of Occupational Therapy, Institute of Rehabilitation Science and Health Technology, Faculty of Health Sciences Oslo Metropolitan University, Oslo, Norway.
Archives of Physical Medicine and Rehabilitation
|July 27, 2025
Summary
Virtual reality (VR) gaming did not improve sustained attention after traumatic brain injury (TBI). However, VR training showed benefits in processing speed, executive functioning, and quality of life.
Area of Science:
- Neuroscience
- Rehabilitation Medicine
- Human-Computer Interaction
Background:
- Traumatic brain injury (TBI) frequently results in cognitive deficits, including impaired sustained attention, processing speed, and working memory.
- Cognitive rehabilitation strategies are crucial for improving functional outcomes post-TBI.
- Virtual reality (VR) offers immersive and engaging environments that may be leveraged for cognitive training.
Purpose of the Study:
- To evaluate the efficacy of a commercial virtual reality (VR) game, Beat Saber, in improving cognitive functions after traumatic brain injury (TBI).
- Primary outcome: sustained attention.
- Secondary outcomes: processing speed, working memory, executive functioning, and quality of life.
Main Methods:
- A parallel-group randomized controlled trial enrolled 100 participants (aged 18-65) with mild-to-severe TBI.
- Participants were allocated 1:1 to either VR training (Beat Saber, 30 min/day, 5 days/week for 5 weeks) or an active control group.
- Cognitive assessments, including the Connors Continuous Performance Test-third edition (CPT-3) and Wechsler Adult Intelligence Scale-fourth edition, were conducted at baseline, post-intervention, and 16 weeks postbaseline.
Main Results:
- No significant improvement in sustained attention (primary outcome) was observed between the VR and control groups (P=.473).
- The VR group showed significant improvements in processing speed (P=.035) and a reduction in errors (P<.001).
- Significant improvements were noted in self-reported executive functioning (P=.017) and quality of life (P=.039) in the VR group; no differences in working memory were found.
Conclusions:
- While VR training did not enhance sustained attention, observed improvements in processing speed and reduced errors suggest enhanced attentional control.
- VR intervention positively impacted self-reported executive functioning and quality of life in individuals with TBI.
- Findings support the potential utility of VR training as a cognitive rehabilitation tool for TBI recovery.

