ArticleCureus2024
Effects of a Virtual Reality Game With Leap Motion Controller on Brain Activity Related to Attentional Function in Healthy Adults - A Pilot EEG Study.
Article in Cureus, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
3 citing papers in PubMed.
- Sensor game rehabilitation for children with severe motor and intellectual disabilities-medical care dependent group: feasibility case series study.Frontiers in rehabilitation sciences · 2026Article
- Article
- Brain neural mechanisms underlying VR enhanced aerobic exercise for mood enhancement in depressed adolescents.Frontiers in human neuroscience · 2025Article
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Authors and funding
3 authors.
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Abstract
Objective Virtual reality (VR) games with the Leap Motion Controller (LMC) are used in clinical practice for cognitive rehabilitation to improve attentional function. However, the effects of VR games using the LMC on brain activity related to attentional function have not yet been elucidated. This study aimed to elucidate the effects of a VR game with the LMC on brain activity related to attentional function. Methods This single-arm study included 15 healthy adults (mean age, 23.2 ± 0.9 years; seven females) and analyzed their electroencephalography (EEG) findings. We measured event-related potentials (ERPs) before and after the VR game with the LMC, and the α, θ, and β values during the VR game with the LMC. EEG measurements were based on the international 10-20 system, with dish electrodes placed at F3, F4, Fz, C3, C4, Cz, P3, P4, Pz, O1, and O2 using EEG caps. For statistical analysis, the N1 peak amplitudes before and after the VR game were compared using paired t-tests. In addition, the average amplitudes of α, θ, and β at 10-20 ms and 280-290 ms during the VR game were compared using paired t-tests only for positions that showed significant changes in the N1 peak amplitude before and after the VR game. Results After the VR game, the N1 peak amplitude was significantly greater at the F4 (pre: -4.51 ± 3.49 μV, post: -6.31 ± 2.60 μV, P = 0.010), Fz (pre: -4.68 ± 2.85 μV, post: -6.29 ± 2.17 μV, P = 0.033), and C4 (pre: -4.43 ± 3.94 μV, post: -6.24 ± 2.56 μV, P = 0.015) positions. During the VR game, the average amplitude of α at the F4 position (during a VR game of 10-20 ms: 7.86 ± 1.33 μV; during a VR game of 280-290 ms: 9.40 ± 2.69 μV, P = 0.010) was significantly higher at 280-290 ms. Conclusions The N1 peak amplitude, meaning selective attention, in F4, Fz, and C4 and the amplitude of α, meaning control interference of unwanted stimuli in a task, in F4 were increased in the post-VR game using LMC. VR games using the LMC may contribute to improvements in attentional function. Further studies are required to assess their applications in cognitive rehabilitation.
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