Virtual Reality Reactive Task (VRRT): A Novel Platform for Enhancing Reaction Time and Reducing Mental Fatigue in Wrestling
Paper ID : 1120-SPORTCONGRESS
Authors
Najmeh Zargari1, امیر عباس قلی پور1, داریوش خواجوی *2
1Department of Motor Behavior, University of Tehran , Iran
2Department of Motor Behavior, University of Tehran, Iran
Abstract
This study introduces a novel Virtual Reality Reactive Task (VRRT) designed to enhance reaction time and reduce mental fatigue in elite wrestlers. The VRRT presents congruent (filled circle) and incongruent (white ring) visual stimuli within an immersive 3D environment, requiring participants to respond with rapid neck rotation, arm movement, and single-step lunges according to the type and direction of the stimulus. Congruent stimuli elicit responses toward the same direction as the stimulus, whereas incongruent stimuli require responses in the opposite direction, creating simultaneous cognitive and motor demands. This design enables realistic and engaging training for cognitive–motor coordination, rapid decision-making, and perceptual–motor processing under controlled visual–spatial conditions. The task emphasizes accuracy and speed of response, providing a platform to assess and enhance cognitive–motor performance in competitive sports. Preliminary implementation of the VRRT demonstrated effective elicitation of rapid and precise movements, highlighting its potential as a modern training tool for improving reaction time and mental resilience under fatigue. By integrating both congruent and incongruent stimuli, the VRRT also encourages athletes to manage conflicting information and maintain high levels of focus and motor control during complex tasks. Overall, this VR-based task offers a novel, controlled, and immersive environment to optimize cognitive–motor skills, supporting performance enhancement and mental fatigue management in elite wrestlers. These findings suggest that VRRT can serve as a practical and engaging platform for training reaction speed and cognitive efficiency, potentially applicable to other competitive sports requiring rapid perceptual-motor responses.
Keywords
Virtual reality - reaction time - mental fatigue- Wrestling- acute fatigue
Status: Abstract Accepted (Poster Presentation)