Background: The current pilot study is aimed at exploring the effect of a new virtual reality cognitive training with different environments (natural blue, natural green, and neutral) on young adults′ executive functions. Methods: A sample of 38 participants (58% M, mean age = 23.7 years, SD = ±2.75) were randomly assigned to one of the three VR experimental conditions (natural blue, natural green, and neutral) or the control group (no training and no VR). All the participants completed computerized executive function testing (Stroop task and Trail Making Test) at the beginning of the procedure and after 30 min for the control group and before and after the VR exposure for the experimental group. Results: Participants from all the conditions improved their executive functioning. Specifically, participants from the two natural environments performed better than those in the neutral conditions in the attentional task. No effects were observed concerning the Stroop task. Conclusion: The current pilot study represents the first attempt to create an effective VR tool for improving executive functions by optimizing its enhancement effect using a natural background scenario.

Gentile, A., Lo Presti, L., La Cascia, M., Simonetti, A.M., Bianco, A., Alesi, M. (2025). Virtual Reality Game Effect on Healthy Young Adults′ Executive Functions: A Pilot Study. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES, 2025(1) [10.1155/hbe2/6121499].

Virtual Reality Game Effect on Healthy Young Adults′ Executive Functions: A Pilot Study

Gentile A.
;
Lo Presti L.;La Cascia M.;Bianco A.;Alesi M.
2025-01-01

Abstract

Background: The current pilot study is aimed at exploring the effect of a new virtual reality cognitive training with different environments (natural blue, natural green, and neutral) on young adults′ executive functions. Methods: A sample of 38 participants (58% M, mean age = 23.7 years, SD = ±2.75) were randomly assigned to one of the three VR experimental conditions (natural blue, natural green, and neutral) or the control group (no training and no VR). All the participants completed computerized executive function testing (Stroop task and Trail Making Test) at the beginning of the procedure and after 30 min for the control group and before and after the VR exposure for the experimental group. Results: Participants from all the conditions improved their executive functioning. Specifically, participants from the two natural environments performed better than those in the neutral conditions in the attentional task. No effects were observed concerning the Stroop task. Conclusion: The current pilot study represents the first attempt to create an effective VR tool for improving executive functions by optimizing its enhancement effect using a natural background scenario.
2025
Gentile, A., Lo Presti, L., La Cascia, M., Simonetti, A.M., Bianco, A., Alesi, M. (2025). Virtual Reality Game Effect on Healthy Young Adults′ Executive Functions: A Pilot Study. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES, 2025(1) [10.1155/hbe2/6121499].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10447/694305
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