The purpose of the research presented in this chapter is to investigate if virtual reality (VR) neurocognitive, executive, and motor function assessment tools are susceptible to practice and fatigue effects similar to those currently used in a clinical practice. Fifteen athletically active and neurologically normal Penn State students participated in a VR "practice effect" study. Another 15 Penn State football players participated in an "effect of fatigue" study on neurocognitive, balance, and executive functions. Subjects performed VR tests on several occasions. The statistical analysis was conducted to examine the VR measures as a function of testing session (practice effect) and physical fatigue (prior to and after full contact practices). The number and type of the full contacts during the practices were assessed via a specially developed observational chart. There are several major findings of interest. First, all subjects reported the "sense of presence" and "significant mental effort" while performing the VR tests. Second, neither effect of testing day (p > 0.05) nor effect of VR testing modality (p > 0.05) was revealed by ANOVA.
CITATION STYLE
Slobounov, S. M., Sebastianelli, W. J., & Newell, K. M. (2014). Feasibility of Virtual Reality for Assessment of Neurocognitive, Executive, and Motor Functions in Concussion. In Concussions in Athletics (pp. 49–68). Springer New York. https://doi.org/10.1007/978-1-4939-0295-8_4
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