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Journal Article Ahead of print

PubMed: 42859183 DOI: 10.1007/s00421-026-06472-7

Neuromuscular and behavioural evidence of motor control adaptations following 8 weeks of virtual reality exergaming.

Eur J Appl Physiol

Authors: Sidney GrosprĂȘtre, Pauline Eon, Mona Herden, Bettina Wollesen

Affiliations

  • C3S Laboratory, Culture Sport Health Society, Sport and Performance Department, UFR STAPS, University Marie et Louis Pasteur, Besançon, France.
  • Institut Universitaire de France, Paris, France.
  • C3S Laboratory, Culture Sport Health Society, Sport and Performance Department, UFR STAPS, University Marie et Louis Pasteur, Besançon, France.
  • University of Hamburg, Hamburg, Germany.
  • German Sports University Cologne, Cologne, Germany.

Abstract

PURPOSE

Virtual reality (VR) exergaming was shown to enhance cognitive performance, yet its effects on neuromuscular function remain unclear. This study investigated whether chronic VR exergaming induces adaptations in neuromuscular coordination and speed-accuracy regulation.

METHOD

Twenty-eight healthy young adults (22.8 ± 1.2 years; 9 women) completed an 8-week training programme (two 30-min sessions/week) consisting of either immersive VR exergaming (VR game with rapid and targeted, goal-directed upper-limb movements) or non-immersive video-guided coordination training with Arnis Stick (AS) movements matched for duration and structure. Before and after training, maximal voluntary contraction force (MVC), maximal angular velocity, rate of force development (RFD), electromyographic activity (EMG), antagonist coactivation, and speed-accuracy performance (Fitts' task) were assessed in the elbow flexors and extensors.

RESULTS

MVC did not change in either group. Compared with the active-control condition (AS group), VR exergaming was associated with specific neuromuscular adaptations, including reduced antagonist coactivation of the triceps brachii (p = 0.009) and decreased maximal angular velocity (flexion: p = 0.019; extension: p < 0.001). Importantly, VR improved the regulation of the speed-accuracy trade-off, as evidenced by reduced movement times at higher task difficulty (all p < 0.05). No comparable changes were observed for AS.

CONCLUSION

Eight weeks of immersive VR exergaming may selectively reshape motor control rather than increase maximal force capacity. These results do not seem to depend on physical activity alone. The observed neuromuscular adaptations, together with faster performance under accuracy-constrained conditions, suggest a shift towards task-specific motor efficiency under temporal constraints, with potential implications for training and rehabilitation.

MeSH

Virtual Reality, Physiology, Movement