Effects of Six Months of Virtual Reality Exergaming Combined With Basketball Training on Visuomotor Stepping Reaction Time in Children Aged 10–12 Years: A Quasi-Experimental Study

Authors

  • Horatiu Dacian Ghejan Faculty of Physical Education and Sport, “Babes – Bolyai University”, Cluj – Napoca, Romania
  • Nicola Mancini Department of Education and Sport Sciences, Pegaso Telematic University, 80143 Naples, Italy
  • Emanuele Isidori Foro Italico, University of Rome, Italy
  • Alexandra Zbanca Faculty of Physical Education and Sport, “Babes – Bolyai University”, Cluj – Napoca, Romania
  • Carlos Hervás-Gómez Universidad de Sevilla. Facultad de Ciencias de la Educación, Spain Department of Teaching and Educational Organization, University of Sevilla, 41013 Sevilla, Spain
  • Emilia Florina Grosu Faculty of Physical Education and Sport, “Babes – Bolyai University”, Cluj – Napoca, Romania
  • Ștefan Moroșanu Faculty of Physical Education and Sport, “Babes – Bolyai University”, Cluj – Napoca, Romania
  • Vlad Teodor Grosu Faculty of Industrial Engineering, Robotics, and Production Management, Technical University of Cluj-Napoca, Muncii Street 103–105, 400461 Cluj-Napoca, Romania

DOI:

https://doi.org/10.18662/po/16.1/618

Keywords:

virtual reality, exergaming, reaction time, motor learning, BlazePod, sports, motor performance

Abstract

Background: Virtual reality (VR) has become increasingly integrated into education, rehabilitation, and performance training, largely due to its improved accessibility and affordability. Beyond providing sensory stimulation, VR offers immersive and interactive environments capable of engaging cognitive processes and facilitating motor learning and reaction speed across both pediatric and adult populations. Within sport and movement science, agility and reaction time are widely recognized as key indicators of neuromuscular coordination and cognitive-motor integration. The emergence of light-based assessment systems, such as BlazePod™, has enabled these capacities to be evaluated in a dynamic and engaging manner. However, despite the growing interest in VR-based exercise, the long-term effects of combining virtual exergaming with structured sport training on reaction-related performance in children remain insufficiently explored. In the present study, BlazePod performance was defined as the number of correct responses completed within a 30-second trial, with higher scores reflecting superior visuomotor performance. Purpose: To investigate the effects of a six-month VR exergaming program combined with basketball training on visuomotor reaction time in children aged 10–12 years, compared with basketball training alone and a no intervention control group. Methods: Sixty-four healthy children were allocated into three groups: VR + Basketball (n = 22), Basketball-Only (n = 22), and Control (n = 20). The intervention lasted six months (three sessions per week). The VR group completed 30 minutes of Beat Saber VR training plus 60 minutes of basketball per session; the basketball group completed 60 minutes of basketball only. Reaction time was assessed pre and post-intervention using the BlazePod system. Repeated-measures ANOVA, Bayesian ANOVA, and paired-samples t-tests were used to evaluate changes over time. Results: A significant improvement in reaction time was observed only in the VR + Basketball group, t(21) = −3.069, p = .006, with mean scores increasing from 17.50 to 19.27. In the BlazePod assessment used in this study, higher scores indicate better performance. Bayesian analysis provided strong evidence for a pre–post effect in this group (BF₁₀ = 14.40). No significant changes were observed in the Basketball-only (p = .204) or Control groups (p = .330). Variability decreased notably in the VR group, indicating more consistent performance following training. Conclusion: Six months of VR exergaming combined with basketball training produced significant improvements in visuomotor reaction time in children, outperforming traditional sport training alone. VR-based exercise may serve as an effective, engaging tool for enhancing cognitive-motor performance in youth.

References

Chen, J., Zhou, X., Wu, X., Gao, Z., & Ye, S. (2023). Effects of exergaming on executive functions of children: A systematic review and meta-analysis from 2010 to 2023. Archives of Public Health, 81, Article 182. https://doi.org/10.1186/s13690-023-01195-z

Ferrer-Uris, B., Ramos, M. A., Busquets, A., & Angulo-Barroso, R. (2022). Can exercise shape your brain? A review of aerobic exercise effects on cognitive function and neurophysiological mechanisms. AIMS Neuroscience, 9(2), 150–174. https://doi.org/10.3934/Neuroscience.2022010

Flôres, F., Silva, A., Willig, R. M., Reyes, A. C., Serpa, J., Marconcin, P., Vieira, F., Soares, D. P., & Casanova, N. (2024). Exergames as an effective alternative to real environmental tennis training for adolescents. Sports, 12(6), Article 168. https://doi.org/10.3390/sports12060168

Fujisawa, H., & Takeda, R. (2006). A new clinical test of dynamic standing balance in the frontal plane: The side-step test. Clinical Rehabilitation, 20(4), 340–346. https://doi.org/10.1191/0269215506cr949oa

González Fernández, F. T., Fahimi, M., & Brini, S. (2025). Virtual reality (VR) for mental skills training in elite athletes: A quasi-experimental study. AI and Tech in Behavioral and Social Sciences, 3(3), 1–11. https://doi.org/10.61838/kman.aitech.3.3.10

Ilin, D., & Kalron, A. (2025). Reproducibility and convergent validity of the BlazePod stepping reaction test in older people. Gait & Posture, 119, 1–6. https://doi.org/10.1016/j.gaitpost.2025.02.015

Ji, H., Wu, S., Won, J., Weng, S., Lee, S., Seo, S., & Park, J.-J. (2023). The effects of exergaming on attention in children with attention deficit/hyperactivity disorder: A randomized controlled trial. JMIR Serious Games, 11, e40438. https://doi.org/10.2196/40438

Kou, R., Zhang, Z., Zhu, F., Tang, Y., & Li, Z. (2024). Effects of exergaming on executive function and motor ability in children: A systematic review and meta-analysis. PLOS ONE, 19(9), e0309462. https://doi.org/10.1371/journal.pone.0309462

Lachowicz, T., Rutkowski, S., Szarpak, L., Szalewska, D., & Fąfara, M. (2024). The effects of virtual reality rhythm game training on eye–hand coordination in competitive gamers: A short-term intervention study. Applied Sciences, 14(6), Article 1248. https://doi.org/10.3390/app14061248

Lachowicz, T., Rutkowski, S., Szarpak, L., Szalewska, D., & Fąfara, M. (2025). Does short-term Beat Saber VR training improve cognitive-motor skills in amateur esports athletes? Applied Sciences, 15(8), Article 4346. https://doi.org/10.3390/app15084346

Mansoor, M., Ibrahim, A., Hamide, A., Tran, T., Candreva, E., & Baltaji, J. (2025). Exercise-induced neuroplasticity: Adaptive mechanisms and preventive potential in neurodegenerative disorders. Physiologia, 5(2), Article 13. https://doi.org/10.3390/physiologia5020013

Massah, N., Kahrizi, S., & Neblett, R. (2025). Comparison of the acute effects of virtual reality exergames and core stability exercises on cognitive factors, pain, and fear-avoidance beliefs in people with chronic nonspecific low back pain. Games for Health Journal, 14(3), 233–241. https://doi.org/10.1089/g4h.2024.0051

Medell, J. L., & Alexander, N. B. (2000). A clinical measure of maximal and rapid stepping in older women. The Journals of Gerontology: Series A, Biological Sciences and Medical Sciences, 55(8), M429–M433. https://doi.org/10.1093/gerona/55.8.m429

Mohd Jai, N., Mat Rosly, M., & Abd Razak, N. (2021). Physiological responses of exergaming boxing in adults: A systematic review and meta-analysis. Games for Health Journal, 10, 73–82. https://doi.org/10.1089/g4h.2020.0078

Munro, A. G., & Herrington, L. C. (2010). Between-session reliability of the Star Excursion Balance Test. Physical Therapy in Sport, 11(4), 128–132. https://doi.org/10.1016/j.ptsp.2010.07.002

Polechoński, J., Pilch, J., Langer, A., Prończuk, M., Markowski, J., & Maszczyk, A. (2025). Assessment of the reliability and validity of simple and complex reaction speed tests in mixed martial arts athletes using the BlazePod system. Baltic Journal of Health and Physical Activity, 17(1), Article 2. https://doi.org/10.29359/BJHPA.17.1.02

Pourazar, M., Mirakhori, F., Hemayattalab, R., & Bagherzadeh, F. (2018). Use of virtual reality intervention to improve reaction time in children with cerebral palsy: A randomized controlled trial. Developmental Neurorehabilitation, 21(8), 515–520. https://doi.org/10.1080/17518423.2017.1368730

Reigal, R. E., García-González, L., Morales-Sánchez, V., Hernández-Medina, M., & Del Villar, F. (2019). Relationships between reaction time, selective attention, and physical activity in children (10–12 years). Frontiers in Psychology, 10, Article 2278. https://doi.org/10.3389/fpsyg.2019.02278

Resende, N., & Flôres, F. (2023). Efeitos agudos dos exergames no tempo de reação de crianças em idade escolar (Master’s thesis). Instituto Piaget, Almada, Portugal.

Rutkowski, S., Jakóbczyk, A., Abrahamek, K., Nowakowska, A., Nowak, M., Liska, D., Batalik, L., Colombo, V., & Sacco, M. (2024). Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: A randomized controlled trial. Virtual Reality, 28, Article 7. https://doi.org/10.1007/s10055-023-00898-6

Tomasi, D., & Volkow, N. D. (2024). Childhood obesity’s effect on cognition and brain connectivity worsens with low family income. JCI Insight, 9(16), e181690. https://doi.org/10.1172/jci.insight.181690

Wang, C., Chan, J. S., Ren, L., & Yan, J. H. (2016). Obesity reduces cognitive and motor functions across the lifespan. Neural Plasticity, 2016, Article 2473081. https://doi.org/10.1155/2016/2473081

Whitney, S. L., Marchetti, G. F., Morris, L. O., & Sparto, P. J. (2007). The reliability and validity of the Four Square Step Test for people with balance deficits secondary to a vestibular disorder. Archives of Physical Medicine and Rehabilitation, 88(1), 99–104. https://doi.org/10.1016/j.apmr.2006.10.027

Wilk, K., Thomas, Z., Arrigo, C., & Davies, G. J. (2023). The need to change return-to-play testing in athletes following ACL injury: A theoretical model. International Journal of Sports Physical Therapy, 18, 679–688. https://doi.org/10.26603/001c.67988

World Health Organization. (2025, May 7). Obesity and overweight. https://www.who.int/news-room/fact-sheets/detail/obesity-and-overweight

Zeng, N., Lee, J. E., & Gao, Z. (2023). Effects of home-based exergaming on preschool children’s cognition, sedentary behavior, and physical activity: A randomized crossover trial. Brain, Behavior, & Immunity – Integrative, 1, Article 100002. https://doi.org/10.1016/j.bbii.2023.100002

Zhang, X., Liu, J., Ni, Y., et al. (2024). Global prevalence of overweight and obesity in children and adolescents: A systematic review and meta-analysis. JAMA Pediatrics, 178(8), 800–813. https://doi.org/10.1001/jamapediatrics.2024.1576

Downloads

Published

2025-12-19

How to Cite

Ghejan, H. D., Mancini, N. ., Isidori, E., Zbanca, A., Hervás-Gómez, C. ., Grosu, E. F., Moroșanu, Ștefan, & Grosu, V. T. . (2025). Effects of Six Months of Virtual Reality Exergaming Combined With Basketball Training on Visuomotor Stepping Reaction Time in Children Aged 10–12 Years: A Quasi-Experimental Study. Postmodern Openings, 16(1), 37-51. https://doi.org/10.18662/po/16.1/618

Issue

Section

Postmodern Education