๐ŸŽฎ #SundayResearchDive: VR-Based Cognitive Training for Young Adults with Intellectual Developmental Disabilities (IDD)

This Sunday, we dive into a groundbreaking study titled “Impact of VR-Based Cognitive Training on Working Memory and Inhibitory Control in IDD Young Adults” by Maria Joรฃo Trigueiro et al. The study explores how virtual reality (VR) can enhance cognitive functions, specifically working memory and inhibitory control, in young adults diagnosed with intellectual developmental disabilities (IDD).

๐Ÿ”— Dive deeper into the study here: https://doi.org/10.3390/healthcare12171705

๐Ÿš€ Study Overview
The pilot study utilized VR-based cognitive training to address delays in the development of executive functions among young adults with IDD. Over 16 weeks, 15 participants underwent immersive VR interventions that targeted working memory, sustained attention, and inhibitory control through games designed to enhance cognitive skills.

๐Ÿ“Š Key Insights

  1. VR Cognitive Training for Working Memory: The study demonstrated significant improvements in participants’ working memory after the VR intervention, as measured by the Corsi Block-Tapping Task.
  2. Inhibitory Control Gains: Inhibitory control, measured through the Stop Signal Task, also improved after VR-based cognitive training, highlighting the potential of immersive VR to target executive functions.
  3. No Significant Change in Sustained Attention: Unlike working memory and inhibitory control, the study found no substantial improvements in sustained attention following the intervention.

๐Ÿ” Usability and Results
The VR training program involved 24 sessions over eight weeks, utilizing the Meta Quest 2 headset to deliver a series of cognitive games such as “React,” “Memory Wall,” and “Whack-A-Mole.” Despite the small sample size, results suggest that immersive VR offers a promising intervention tool for enhancing cognitive functions in IDD populations.

๐Ÿง Reflections
The study provides a strong foundation for further research into how VR-based interventions can be used in cognitive rehabilitation for individuals with IDD. While this study highlights significant improvements in specific cognitive areas, the absence of changes in sustained attention underscores the need for targeted research on this domain.

โš–๏ธ Challenges and Mitigation Strategies
A key concern in immersive VR interventions is the potential for motion sickness, which can arise due to sensory conflicts in the virtual environment. This can lead to discomfort, nausea, and dizziness, particularly in individuals with intellectual developmental disabilities (IDD). Another challenge is motor fatigue, especially when prolonged or repetitive movements are required during VR sessions. These issues are of high importance in our projects at BSA, where patient comfort and safety are prioritized.

To mitigate these challenges, the study incorporated several strategies:

  • Careful Application Selection: The VR application used was specifically chosen to minimize sensory conflicts and reduce the risk of motion sickness.
  • Short and Focused Sessions: Each VR session was limited to 20 minutes, preventing prolonged exposure that might cause discomfort or cognitive overload.
  • Flexibility in Movement: For tasks that required less physical movement, participants were allowed to sit during gameplay, reducing motor fatigue and ensuring participant comfort.
  • Gradual Task Complexity: The games progressively increased in difficulty, allowing participants to adapt smoothly to the virtual environment, reducing disorientation or frustration.

๐Ÿ’ก Looking Forward
The results of this pilot study are encouraging, suggesting that VR can be a powerful tool for cognitive training in young adults with IDD. Future research with larger sample sizes and control groups will be essential to validate these findings and explore their real-world application, especially in enhancing daily living skills.

#CognitiveRehabilitation #VRTraining #IDD #MentalHealthInnovation