How Cultural Background Affects Cognitive and Motor Learning Using Virtual Reality
Cultural Intelligence and Learning in Virtual Reality: How Cultural Background Shapes Cognitive and Motor Adaptation
1 other identifier
observational
43
1 country
1
Brief Summary
This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for all trials
Started Oct 2024
Shorter than P25 for all trials
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
October 14, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 17, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
February 17, 2025
CompletedFirst Submitted
Initial submission to the registry
November 14, 2025
CompletedFirst Posted
Study publicly available on registry
November 21, 2025
CompletedNovember 21, 2025
November 1, 2025
4 months
November 14, 2025
November 19, 2025
Conditions
Outcome Measures
Primary Outcomes (1)
Cognitive Performance Score (CogniFit CAB PRO)
Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions. Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional \[CAB PRO\]) battery.
Day 1 and Day 4
Secondary Outcomes (3)
Motor Dexterity (Purdue Pegboard Test)
Day 1 and Day 4
VR Gameplay Accuracy (Beat Saber Cut Accuracy)
Day 1 to Day 4
VR Gameplay Performance (Beat Saber Combo Length)
Day 1 to Day 4
Study Arms (2)
Home Group
Participants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups.
Abroad group
Participants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred.
Interventions
All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.
Eligibility Criteria
Healthy university students aged 17-35. Participants were divided into two cohorts based on long-term cultural exposure: Home group (lived in their home country for at least ten years) and Abroad group (lived abroad for at least ten years). All participants were fluent in English and completed four days of cognitive assessments and VR gameplay sessions.
You may qualify if:
- Healthy university students aged 17-35
- Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
- Fluent in English
- Normal or corrected-to-normal vision
- Able to use virtual reality headset and controllers
- Provided informed consent
You may not qualify if:
- History of neurological or psychiatric disorders
- Severe visual or motor impairment
- Use of medications affecting cognition
- Any condition preventing safe participation in VR tasks
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Bahçeşehir Universitylead
- CogniFit Limitedcollaborator
Study Sites (1)
Bahcesehir University- Faculty of Health Sciences
Istanbul, Turkey (Türkiye)
Study Officials
- STUDY DIRECTOR
Seda Gözener Canbülbül
Bahçeşehir University
Study Design
- Study Type
- observational
- Observational Model
- CASE CONTROL
- Time Perspective
- PROSPECTIVE
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal investigator
Study Record Dates
First Submitted
November 14, 2025
First Posted
November 21, 2025
Study Start
October 14, 2024
Primary Completion
February 17, 2025
Study Completion
February 17, 2025
Last Updated
November 21, 2025
Record last verified: 2025-11