E34 Playing Tetris in Virtual Reality Environment: Spatial Perception, Perceptual Speed and Visual Working Memory A 2×4 mixed ANCOVA on Tetris scores showed a significant main effect of group [F(1,69) = 6.13, p = .016] and a significant group × time interaction [F(3,207) = 5.76, p < .001], reflecting greater improvement over sessions in the VR group (see Figure 3). Figure 3. Mean estimated (and S.E) of the scores on the Tetris game across time points. To explore the relationships among the different cognitive measures, correlation analyses were conducted. Results indicated positive associations among the three cognitive tests and between card rotation and Tetris performance, stronger in the VR group (Fisher Z = 2.61, p = .009). Hierarchical regression analyses further showed that age and baseline performance significantly predicted final outcomes, while group assignment uniquely explained additional variance in card rotation, number comparison, and Tetris performance at post-test. Discussion The objective of the current study was to examine the degree to which playing a VR version of the classic spatial puzzle game Tetris, offering enhanced depth perception and embodied interaction, would lead to measurable improvements in spatial and perceptual skills beyond the gaming context. The results revealed that most hypotheses were supported. No significant improvement was found in visual working memory. Significant differences emerged in spatial perception improvements between the VR and computer groups, as measured by the Card Rotation Test. Although both groups showed progress, the VR group demonstrated greater enhancement, supporting the interpretation of near transfer, since the cognitive operations practiced during gameplay were reflected in the test performance. The effects were limited to tasks sharing cognitive demands with the game, and the study was not 0 5000 10000 15000 20000 25000 30000 35000 40000 T1 T2 T3 T4 Students' scores on the Tetris game VR Computer ליניארי ) VR)
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