Author
Listed:
- 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)
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 (BF₠₀ = 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.
Suggested Citation
Horatiu Dacian Ghejan & Nicola Mancini & Emanuele Isidori & Alexandra Zbanca & Carlos Hervás-Gómez & Emilia Florina Grosu & Ștefan Moroșanu & Vlad Teodor Grosu, 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, Editura Lumen, Department of Economics, vol. 16(1), pages 37-51, December.
Handle:
RePEc:lum:rev3rl:v:16:y:2025:i:1:p:37-51
DOI: https://doi.org/10.18662/po/16.1/618
Download full text from publisher
More about this item
Keywords
;
;
;
;
;
;
;
JEL classification:
- I12 - Health, Education, and Welfare - - Health - - - Health Behavior
- I2 - Health, Education, and Welfare - - Education
- O0 - Economic Development, Innovation, Technological Change, and Growth - - General
Statistics
Access and download statistics
Corrections
All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:lum:rev3rl:v:16:y:2025:i:1:p:37-51. See general information about how to correct material in RePEc.
If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.
We have no bibliographic references for this item. You can help adding them by using this form .
If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Antonio Sandu (email available below). General contact details of provider: https://lumenpublishing.com/journals/index.php/po/ .
Please note that corrections may take a couple of weeks to filter through
the various RePEc services.