Playing Tetris in virtual reality Environment: Spatial perception, perceptual speed and visual working memory

Lecturer

This study examined whether playing Tetris in immersive virtual reality (VR) environments facilitates greater improvement in cognitive abilities compared to playing Tetris on traditional computer screens. Specifically, the study investigated the impact of VR versus 2D gameplay on spatial perception, perceptual speed, and visual working memory, as well as the transferability of these skills to non-game contexts. Seventy-two undergraduate students (M = 24.01, SD = 1.77) with no prior gaming experience were randomly assigned to either a VR or 2D computer group. Both groups played Tetris over four sessions. Pre- and post-tests assessed performance in card rotation, perceptual speed, and Corsi block-tapping tasks. Results revealed that while both groups improved in spatial perception, the VR group demonstrated significantly greater improvements. Similarly, only the VR group exhibited significant improvements in perceptual speed. No significant improvement was observed in visual working memory in either group. Regression analyses indicated that group assignment significantly contributed to performance outcomes beyond baseline ability and demographic characteristics. These findings suggest that the immersive nature of VR facilitates deeper engagement and more effective cognitive processing, leading to enhanced spatial and perceptual performance. The study supports the potential of VR as a tool for targeted cognitive training, with possible implications for educational contexts, particularly for domains requiring spatial cognition. However, the study did not directly assess educational transfer, and such applications remain speculative. The limited effects on working memory highlight the need for task alignment and further exploration of domain-specific training in VR environments.

Last Updated Date : 07/12/2025