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SYSTEMATIC REVIEW article

Front. Neurol.

Sec. Neurorehabilitation

Volume 16 - 2025 | doi: 10.3389/fneur.2025.1691344

Effectiveness of VR-based cognitive training and games on cognitive rehabilitation in patients with MCI:ASystematic Review and Meta-Analysis

Provisionally accepted
  • Hunan Normal University, Changsha, China

The final, formatted version of the article will be published soon.

Background: Mild Cognitive Impairment (MCI) represents a prodromal dementia stage marked by cognitive decline without functional impairment. Given limited drug efficacy and global aging, non-pharmacological interventions are urgently needed. Virtual reality (VR) enables immersive cognitive rehabilitation, yet evidence remains inconsistent due to divergent intervention approaches (training vs. gaming) and technical parameters like immersion level. Objective: This systematic review and meta-analysis synthesized evidence from randomized controlled trials (RCTs) to evaluate the efficacy of VR-based cognitive training and gaming interventions on cognitive function in older adults with MCI and to investigate the moderating role of immersion level. Methods: We systematically searched four electronic databases (PubMed, Web of Science, Embase, Scopus) from inception to July 20, 2025, for RCTs investigating VR interventions (cognitive training or games) in individuals aged ≥55 years diagnosed with MCI. Two independent reviewers performed study selection, data extraction (including intervention characteristics, implementation details, and behavior change techniques), and risk-of-bias assessment using the Cochrane Risk of Bias tool (RevMan 5.4.1). Standardized mean differences ((Hedges's g) with 95% confidence intervals (CI) were pooled using random-effects models in Stata 18.0. Heterogeneity was quantified using I². Publication bias was assessed via funnel plots and Egger's test. Pre-specified meta-regression explored immersion level as a potential moderator. The certainty of evidence was assessed using the Grading of Recommendations Assessment, Development and Evaluation (GRADE) system. 1,# These authors contributed equally to this work and should be considered co-first authors * Corresponding author Results: Of the 2486 articles retrieved in total, 11 studies were included in the analysis. VR demonstrated a statistically significant improvement in the efficacy of cognitive rehabilitation among patients with MCI (Hedges's g = 0.6, 95% CI: 0.29 to 0.90, p < 0.05). Specifically, VR-based games (Hedges's g = 0.68, 95% CI: 0.12 to 1.24, p = 0.02) showed greater advantages in improving cognitive impairments compared to VR-based cognitive training (Hedges's g = 0.52, 95% CI: 0.15 to 0.89, p = 0.05). The immersive level of VR interventions emerged as a significant moderator of heterogeneity across the included studies.

Keywords: virtual reality, VR cognitive training, Mild Cognitive Impairment, Cognitive rehabilitation, games, Meta-analysis

Received: 23 Aug 2025; Accepted: 16 Oct 2025.

Copyright: © 2025 Yuan, Peng, Chen, Liu and LU. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence:
Bin Liu, 48224363@qq.com
Chunxia LU, luchunxia@hunnu.edu.cn

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