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The Effect of Long-term Virtual Reality-based Motor Imagery Exercise Intervention on Executive Performance in Competitive Shooting Athlete

The Effect of Long-Term Virtual Reality-Based Motor Imagery Exercise Intervention on Executive Performance in Competitive Shooting Athletes

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07522515
Acronym
VRMI-ShootEF
Enrollment
134
Registered
2026-04-13
Start date
2025-01-01
Completion date
2025-10-15
Last updated
2026-04-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Executive Function (Cognition), Shooting Performance

Keywords

Virtual Reality-based Motor Imagery; Athlete; Executive Performance; Shooting

Brief summary

This study evaluates whether a 12-week virtual reality-based motor imagery (VRMI) training program can improve executive function and shooting performance in competitive 10-meter air pistol athletes. The study compares VRMI with traditional exercise training and a control condition consisting of health education videos. Eligible athletes are assigned to one of the three groups and complete the assigned intervention for 12 weeks. Before and after the intervention, participants complete a virtual reality shooting competition and cognitive testing. The study measures shooting performance, visual attention using eye-tracking, prefrontal cortex activity using functional near-infrared spectroscopy (fNIRS), and salivary neurotransmitter levels. The purpose of this study is to determine whether VRMI is a useful training method for improving attention control, executive function, and performance in precision shooting athletes.

Detailed description

Executive function is an important cognitive ability in precision sports such as 10-meter air pistol shooting, where athletes must maintain attention on task-relevant cues while resisting distraction from task-irrelevant information. Motor imagery has been widely used in sport training, but traditional imagery methods may be limited by reduced immersion and lower ecological validity. Virtual reality-based motor imagery (VRMI) may provide a more realistic and engaging training environment by combining immersive virtual scenes with structured imagery practice. This study is designed to compare the effects of a 12-week VRMI intervention with traditional exercise training and a control condition in competitive shooting athletes. The aim is to examine whether VRMI can provide greater benefits for executive function and shooting-related performance than conventional training approaches. Participants complete one of three intervention conditions over 12 weeks. The VRMI program uses virtual reality equipment to deliver relaxation, observation, guided motor imagery, and movement practice in a simulated sport environment. The exercise group completes a parallel training program using traditional exercise and video-based methods. The control group watches health education videos for the same duration. To evaluate the effects of the interventions, participants are assessed before and after the intervention period during a virtual reality shooting competition and cognitive testing procedures. The study examines performance, attention allocation, and brain-related responses associated with executive control in order to better understand the potential value of VRMI as a training strategy for precision sport athletes.

Interventions

BEHAVIORALVirtual Reality Motor Imagery Training

Participants undergo Virtual Reality Motor Imagery (VRMI) training using Oculus Quest 2 headsets. The intervention includes four stages: progressive muscle relaxation, 3D demonstration of shooting movements, guided motor imagery exercises, and physical rehearsal of shooting techniques. Sessions are 25 minutes per session, three times per week, for 12 weeks. This immersive intervention is designed to enhance shooting performance, executive function, visual attention, and prefrontal cortex activation, distinguishing it from traditional exercise and control interventions.

Participants perform traditional exercise training that includes progressive muscle relaxation, 2D video demonstration of shooting movements, guided motor imagery exercises, and physical rehearsal of shooting techniques. Sessions last 25 minutes per session, three times per week, for 12 weeks. This intervention provides both physical and cognitive practice without immersive VR, aiming to improve shooting performance and executive function, while differing from the VRMI intervention in modality and immersive experience.

Participants watch educational videos on nutrition and healthy lifestyle. Sessions last 25 minutes per session, three times per week, for 12 weeks. No motor imagery or physical shooting training is included. This control intervention is designed to match contact time with other groups while isolating the effects of VRMI and traditional exercise interventions.

Sponsors

Xiaodong Cheng
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Subject)

Masking description

Due to the nature of the interventions, participants and trainers cannot be blinded, as the VRMI training, traditional exercise training, and health education videos are visibly different. However, outcome assessors and data analysts are blinded to group assignment to minimize bias in data collection and analysis. No other parties are masked beyond these roles.

Intervention model description

This study uses a parallel design in which participants are randomly assigned to one of three intervention arms: VRMI Training (Virtual Reality Motor Imagery), Traditional Exercise Training (Exe), or a Control Group receiving Health Education Videos. Each participant receives only one intervention for a duration of 12 weeks, with three sessions per week and 25 minutes per session. The primary purpose of the study is to compare the effects of these interventions on shooting performance, executive function, visual attention, and prefrontal cortex hemodynamics and neurotransmitter levels. Randomization is performed using a computer-generated sequence to ensure balanced group assignment and minimize selection bias. Due to the nature of the interventions, participants cannot be blinded; however, outcome assessors and data analysts are blinded to group allocation to reduce potential bias in assessment.

Eligibility

Sex/Gender
ALL
Age
20 Years to 26 Years
Healthy volunteers
Yes

Inclusion criteria

* Healthy volunteers aged 20 to 26 years. * Right-handed. * Normal or corrected-to-normal vision. * No history of neurological disorders affecting motor performance. * No history of psychiatric disorders affecting motor performance. * No history of musculoskeletal disorders affecting motor performance. * Willing and able to participate in the 12-week training program. * Willing and able to follow all study procedures.

Exclusion criteria

* Current injury affecting upper limb movement. * Past injury affecting upper limb movement or fine motor skills. * Sleep disorders during the intervention period. * Irregular sleep patterns during the intervention period. * Participation in other structured shooting training programs during the study. * Participation in other motor imagery training programs during the study. * Expected attendance at less than 80% of training sessions. * Use of medications that may affect cognitive function. * Use of medications that may affect motor function.

Design outcomes

Primary

MeasureTime frameDescription
Change from Baseline in Mean Shooting Score in a 10-Meter Air Pistol VR CompetitionBaseline and 12 weeksMean shooting score measured in a virtual reality 10-meter air pistol competition. Scores are based on 24 shots per session, with each shot scored from 0 to 10.9 points. The mean shooting score ranges from 0 to 10.9, with higher scores indicating better shooting performance. Change from baseline to 12 weeks will be assessed.
Shooting Performance Score in 10-Meter Air Pistol CompetitionMeasured at baseline and after 12-week intervention period.The mean shooting score measured in a virtual reality 10-meter air pistol competition. Scores are based on 24 shots per session, with a maximum score of 10.9 per shot. The outcome evaluates the effect of VRMI training, traditional exercise, and control conditions on athletes' precision and consistency.

Countries

China

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Apr 14, 2026