Evidence map›Paper›PMID 42145541›Full record

ArticleFrontiers in psychology2026

Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task.

Ryota Sasaki, Arinobu Niijima, Chanho Park, Takefumi Ogawa

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Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

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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.

2 · The registry

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3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

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PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Ryota SasakiThe University of Tokyo, Tokyo, Japan.
Arinobu NiijimaNTT, Inc., Kanagawa, Japan.
Chanho ParkThe University of Tokyo, Tokyo, Japan.
Takefumi OgawaThe University of Tokyo, Tokyo, Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Rhythm-game learning naturally couples auditory and visual information, but always-available sensory cues may act as guidance and limit performance when those cues are withdrawn. We tested whether congruent sonification during practice strengthens a trajectory representation or instead promotes cue dependency in a virtual reality (VR) rhythm-game task. Methods: Forty right-handed participants learned a fixed 15-bar left/center/right trajectory sequence in VR. Across 24 sets, participants practiced with visual feedback only in the Control group or with congruent audiovisual feedback in the Sonification group. Each set comprised three feedback-rich practice trials followed by a silent memory-test trial in which the note stream and auditory feedback were removed. Performance was quantified by the accuracy (hit rate) and the practice-to-test decrement (Δhit rate). Results: Practice hit rate improved similarly in both groups and plateaued around 80%. In contrast, cue-reduced silent-test performance diverged late in training (sets 22-24): the Control group outperformed the Sonification group (hit rate: 81.9%±9.4% vs. 68.4%±18.4%, Discussion: Despite comparable acquisition, sound-guided practice reduced performance when auditory and visual cues were withdrawn, consistent with the guidance hypothesis and specificity-of-practice accounts. These results suggest that VR motor training should match the intended execution context or employ faded sonification schedules to promote robust retention.

Indexed as

motor learningrecallrhythm-gamesonificationvirtual reality

Identifiers

PMID42145541
PMCPMC13175803

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.