100-participant RCT of commercial VR cognitive training (Beat Saber) in chronic TBI: null primary outcome on sustained attention, secondary gains in processing speed, executive function, and quality of life

Johansen T et al. · 2026 · Archives of Physical Medicine and Rehabilitation · RCT · n = 100 · Adults aged 18-65 with mild-to-severe TBI · DOI
Evidence certainty: Moderate certainty
How this was rated

Large parallel-group RCT (n=100, 1:1 allocation; final 51 VR / 49 control due to allocation error) following CONSORT guidelines, pre-registered (NCT05443542 and osf.io/6gphy), pre-published protocol (Johansen et al. 2024, Trials), 16-week follow-up, blinded outcome assessors, intent-to-treat analysis using linear mixed-effects models. Adequately powered for the primary outcome (sample size based on CoV with 5% mean change difference, 5% SD, 80% power, 5% significance, accounting for 10% attrition). Limitations constraining certainty: (1) participants' baseline neuropsychological deficit was modest (group averages within 1 SD of normative means), limiting representativeness to broader TBI population; (2) blinding of participants was not possible, so self-reported gains may reflect demand characteristics; (3) the control condition was NONSPECIFIC counseling and an activity-suggestion booklet - not active cognitive rehabilitation - which the authors flag as a heterogeneous control that might have affected between-group comparison; (4) adherence was not formally measured (VR equipment did not record valid duration data, control group not given recommended time); (5) multiple secondary outcomes raise Type I error risk - the authors explicitly caution. Conflicts of interest disclosed: co-author Alexander Olsen reports ownership of stocks and a pending patent application, is the cofounder and owner of Nordic Brain Tech AS, and serves as President of the Norwegian Neuropsychological Society (none related to this work per disclosure); co-author Dawn Neumann reports HHS/ACL/NIDILRR funding (90DPTB0002 and 90DPTB0022), DoD funding (W81XWH-22-2-0064), DoD/CDMRP panel-chair payments, VA scientific-reviewer payments, Harvard Neurorehabilitation Conference honorarium, and ASSBI 2023 keynote payment.

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100-participant parallel-group RCT comparing unsupervised home-based VR cognitive training (Beat Saber on Quest 2, 30 min/day, 5 days/week, 5 weeks) against a nonspecific counseling-plus-booklet control in chronic complicated mild-to-severe TBI. The pre-registered primary outcome of sustained attention (CoV on CPT-3) was null at every timepoint. Secondary outcomes favored VR: a speed-accuracy tradeoff (longer reaction times, fewer errors), better self-reported executive function (BRIEF-A), and better quality of life (QOLIBRI), with a more efficient inverse-efficiency score at 16-week follow-up.

Clinical bottom line

A large parallel-group RCT (n=100) testing 5 weeks of unsupervised home-based commercial-VR-game training (Beat Saber on Oculus Quest 2) against a nonspecific counseling-plus-activity-booklet control in adults in the chronic phase of TBI. The pre-registered primary outcome (sustained attention) showed NO significant between-group difference. Secondary findings suggest the VR group developed an improved speed-accuracy tradeoff (longer reaction times paired with significantly fewer errors), better self-reported executive functioning and quality of life - but informant-reported executive functioning did NOT differ between groups, and the control condition was nonspecific advice rather than active cognitive rehabilitation. Best understood as evidence that commercial-VR-game play can produce a measurable shift in executive strategy in this population, NOT as evidence that VR cognitive training outperforms structured cognitive rehab. Multiple secondary outcomes were tested, so the authors explicitly caution about Type I error inflation.

Key findings

  • PRIMARY OUTCOME (sustained attention, CPT-3 CoV) showed NO significant between-group difference at 5 weeks (p=.743) or 16 weeks (p=.473). Within-group, both VR and control groups showed significant CoV reductions from baseline at both timepoints (all p≤.001)
  • Processing speed (CPT-3 Hit Reaction Time): VR group's reaction times became LONGER than control at 16 weeks (between-group p=.035) - NOT faster. Mean change from baseline: VR +5.30 ms vs control −9.37 ms. Authors interpret this as a speed-accuracy tradeoff in favor of attentional control, not faster processing
  • Commission errors (CPT-3): VR group made significantly FEWER commission errors than control at 16 weeks (between-group p<.001). Within-group: VR −9.60 (large reduction) vs control −1.73 (non-significant). The authors note commission reduction was the only outcome to reach the pre-defined clinically relevant change (0.5 SD)
  • Working memory (WAIS-IV digit span backward and sequencing): NO significant between-group or within-group differences at any timepoint
  • Self-reported executive functioning (BRIEF-A): VR group improved significantly more than control at 16 weeks on Global Executive Composite (between-group p=.017) and Metacognitive Index (between-group p=.003). Effect was already significant at 5 weeks for MI (p=.003) and GEC (p=.023)
  • INFORMANT BRIEF-A (close-other ratings of executive functioning): NO significant between-group difference at any timepoint (5-week p=.667; 16-week p=.219) - the self-reported gains were NOT corroborated by people who know the participant
  • Quality of life (QOLIBRI): VR group improved significantly more than control at 16 weeks (between-group p=.039) but NOT at 5 weeks (p=.369)
  • Patient Competency Rating Scale (everyday functioning): NO significant between-group difference at 5 weeks (p=.167) or 16 weeks (p=.132), although within-group VR improved at both timepoints
  • Post-hoc Inverse Efficiency Score (IES, integrating speed and accuracy): VR group had significantly LOWER (better) IES than control at both 5 weeks (between-group p=.035) and 16 weeks (between-group p=.003) - the authors interpret this as objective evidence of a speed-accuracy shift in the VR group
  • Cybersickness and adverse events: 20 of 51 VR participants reported mild cybersickness symptoms (temporary dizziness, eyestrain, fatigue, mild headaches), most resolving in week 1-2. One VR participant withdrew due to unspecific adverse events, one reported VR-related fatigue increase, one experienced reoccurrence of benign paroxysmal positional vertigo

Background

Traumatic brain injury (TBI) is a leading cause of disability worldwide, and impaired attention, processing speed, and working memory are among the most common cognitive sequelae. Attention also underpins memory and executive functions, so even small impairments can affect social or occupational participation. The INCOG 2.0 guidelines identify attention training as an important rehabilitation goal, but historically much of cognitive training has been delivered via decontextualized computerized exercises whose clinical relevance has been questioned for lack of ecological validity. Virtual reality has emerged as a possible alternative because of its immersive capabilities and the engagement that gamified content provides - commercial games like Beat Saber and Fruit Ninja have been explored as cognitive training media because they place demands on response speed, vigilant attention, and concurrent target tracking. However, TBI-specific evidence has been limited, with prior trials characterized by small samples and outcome measures that closely resembled the training tasks.

The Johansen trial set out to address that gap with a large, methodologically rigorous parallel-group RCT testing 5 weeks of commercial-VR-game training (Beat Saber on Meta Quest 2) against a nonspecific counseling-and-activity-suggestion control condition in adults in the chronic phase of TBI, with sustained attention as the pre-registered primary outcome.

What the researchers did

One hundred participants aged 18-65 with radiologically verified complicated mild-to-severe TBI and documented objective impairments in sustained attention, processing speed, or working memory were enrolled from Norway’s largest rehabilitation hospital (Sunnaas) between October 2022 and September 2024. Randomization with block sizes of 4-6 was generated by a statistician not actively involved in the study; an allocation error resulted in 51 VR and 49 control. The trial was registered at ClinicalTrials.gov (NCT05443542) and on Open Science Framework (osf.io/6gphy); the protocol was pre-published (Johansen et al. 2024, Trials).

VR intervention (n=51). Unsupervised home-based use of the commercial rhythm game Beat Saber on an Oculus Quest 2 head-mounted display: 30 minutes per day, 5 days per week, for 5 weeks. The VR group received tutoring in equipment management before starting. Weekly phone calls covered technical difficulties, game-difficulty adjustment, adverse events, cybersickness symptoms, fatigue (Fatigue Severity Scale), and motivation (Situational Motivation Scale).

Control intervention (n=49). Nonspecific counseling plus an information booklet with activity suggestions resembling general advice on everyday activities (compensatory strategies, energy conservation, nutrition, sleep hygiene, everyday activities, physical activity, hobbies, games). Participants chose 1-2 themes to work on; no specific time recommendation was given. Most frequently chosen themes: physical activity and energy-conservation techniques. Weekly phone calls covered fatigue and motivation. This was NOT active cognitive rehabilitation - the authors flag the control as nonspecific and heterogeneous in their limitations section.

Outcomes. Primary: Coefficient of Variation (CoV) on Conners Continuous Performance Test-3 (CPT-3) as a measure of sustained attention. Lower CoV = better. Secondary: CPT-3 Hit Reaction Time (HRT, processing speed); CPT-3 commissions and omissions (attentiveness/impulsivity); WAIS-IV Digit Span Backward and Sequencing (working memory); BRIEF-A self-report and informant-report (executive function); Patient Competency Rating Scale (everyday functioning); Fatigue Severity Scale; QOLIBRI (quality of life). Assessments at baseline (T1), post-intervention 5 weeks (T2), and 16 weeks post-baseline (T3, primary endpoint).

Analysis. Intent-to-treat using linear mixed-effects models with time, time-by-group interaction as fixed effects and random intercept; estimated mean changes with 95% confidence intervals; alpha 0.05 two-sided. Outcome assessors and the statistician were blinded; the only person who knew the allocation sequence was the principal investigator.

Sample size. Powered for the primary outcome (CoV) with 3% mean change difference, 5% SD, 80% power, 5% alpha, 10% attrition: 45 per group required, 50 per group enrolled.

What they found

Primary outcome - sustained attention (CPT-3 CoV). NO significant between-group difference at 5 weeks (mean difference -0.01, 95% CI [-0.02, 0.01], p=.743) or 16 weeks (mean difference 0.01, 95% CI [-0.01, 0.02], p=.473). BOTH groups showed within-group CoV reductions from baseline at both timepoints (VR all p≤.001; control all p≤.001), but the reductions did not differ between groups.

Processing speed (CPT-3 HRT). At 16 weeks, there was a significant between-group difference (mean difference 14.67 ms, 95% CI [1.07, 28.26], p=.035), but in an unexpected direction: VR reaction times became LONGER (+5.30 ms from baseline) while control reaction times became SHORTER (−9.37 ms from baseline). Neither within-group change was significant on its own.

Commission errors. At 16 weeks, the VR group made significantly fewer commission errors than the control group (mean difference −7.87, 95% CI [−12.11, −3.63], p<.001). Within-group reduction was −9.60 in VR vs −1.73 in control. The authors note commission reduction was the only outcome to reach their pre-defined clinically relevant change (0.5 SD from baseline).

Working memory. No significant between-group or within-group differences on WAIS-IV Digit Span Backward or Sequencing at any timepoint.

Self-reported executive function (BRIEF-A). Significant between-group differences at 16 weeks favoring VR on Metacognitive Index (mean difference −4.54, p=.003) and Global Executive Composite (mean difference −6.08, p=.017). Effects were already present at 5 weeks (MI p=.003; GEC p=.023). However, INFORMANT BRIEF-A scores (rated by a close-other) did NOT show a between-group difference at 5 weeks (p=.667) or 16 weeks (p=.219). The self-reported gains were not corroborated by people who know the participant - a pattern the authors explicitly flag in their interpretation.

Quality of life (QOLIBRI). Significant between-group difference at 16 weeks favoring VR (mean difference 4.52, 95% CI [0.23, 8.80], p=.039), but NOT at 5 weeks (p=.369).

Everyday functioning (PCRS). No significant between-group differences at 5 weeks (p=.167) or 16 weeks (p=.132).

Fatigue (FSS). No significant differences at any timepoint.

Post-hoc Inverse Efficiency Score (IES). Combining speed and accuracy, the VR group had significantly lower (better) IES than control at both 5 weeks (between-group p=.035) and 16 weeks (between-group p=.003). The authors interpret this as objective evidence of a speed-accuracy shift - the VR group is sacrificing some speed for substantially better accuracy.

Adverse events and tolerability. Twenty of 51 VR participants reported mild cybersickness symptoms (temporary dizziness, eyestrain, fatigue, mild headaches), most resolving in weeks 1-2 (n=8 in week 1, n=7 in week 2). One VR participant withdrew due to unspecific adverse events, one reported VR-related fatigue increase, and one experienced reoccurrence of benign paroxysmal positional vertigo. Weekly motivation and fatigue did not differ between groups across timepoints.

Why this matters

This is the largest RCT to date investigating commercial-VR-game training for cognitive rehabilitation after TBI. The pre-registered primary outcome of sustained attention was null - the VR intervention did NOT outperform the nonspecific counseling control on CoV. However, the secondary findings - longer reaction times paired with significantly fewer commission errors, better self-reported executive functioning and quality of life, and a significantly lower (more efficient) inverse-efficiency score - converge on the authors’ interpretation that the VR group developed an improved speed-accuracy tradeoff, prioritizing precision over speed. The authors argue this reflects a shift in executive strategy rather than a change in basic attentional capacity.

Three important caveats for clinical interpretation:

  1. The control condition was nonspecific advice, not active cognitive rehabilitation. The authors explicitly flag this as a heterogeneous control that may have affected the between-group comparison. The trial does NOT show that commercial-VR-game training outperforms structured evidence-based cognitive rehab; it shows that it outperforms a counseling-and-booklet condition.

  2. Self-reported gains were not corroborated by informants. The BRIEF-A self-report showed significant between-group differences favoring VR; the BRIEF-A informant-report did NOT. The authors note that blinding of participants was not possible, so demand characteristics may inflate self-reports. The objective CPT-3 commission and IES findings provide independent support for the speed-accuracy interpretation, but the self-vs-informant discrepancy is worth flagging.

  3. Functional communication outcomes were not assessed. If cognitive-communication is the clinical target (e.g., for an SLP working with someone post-TBI), this trial does not directly inform that goal.

For Therapy withVR specifically: this trial used Beat Saber on Oculus Quest 2 as a commercial off-the-shelf cognitive training intervention. Therapy withVR is a clinician-controlled speech-language therapy platform - a different design, different population focus, different delivery model. The Johansen trial is included in the Evidence Hub because it adds to the broader immersive-VR-in-rehabilitation evidence base for adults with neurogenic conditions, not because it relates to Therapy withVR.

Limitations

The authors explicitly flag the following:

Implications for practice

For SLPs and rehabilitation clinicians considering commercial-VR-game cognitive training in adults post-TBI: this trial does NOT support the use of Beat Saber-style training to specifically improve sustained attention - the primary outcome was null. The secondary findings (speed-accuracy tradeoff, fewer errors, better self-reported executive function and quality of life, more efficient inverse-efficiency score) suggest the intervention can produce a measurable shift in executive strategy, which the authors interpret as a change in HOW participants solve attention tasks rather than a change in basic attentional capacity. Important caveats: (1) the control was nonspecific advice, not active cognitive rehabilitation - so this is not evidence that VR-game training outperforms structured rehab; (2) informant ratings did NOT confirm the self-reported gains, so demand characteristics from unblinded participants cannot be ruled out; (3) functional communication outcomes were not assessed at all - if cognitive-communication is the clinical target, this trial does not directly inform that goal. The intervention is unsupervised home-based - 30 minutes per day, 5 days per week for 5 weeks - which is a feasible dose for many clients, with the cybersickness caveat that 39% of VR participants reported mild symptoms (typically resolving in week 1-2).

Implications for research

The gap between objective laboratory cognitive measures and self-reported functioning is worth pursuing - the VR group felt better about their executive functioning than objective CPT-3 measures showed, with informant ratings not corroborating the self-report gains. Future trials should include observational/ecological measures resembling everyday activities, functional communication outcomes (the current trial did not include any), and longer follow-up to assess persistence. Replication with SLP-delivered protocols and explicit cognitive-communication outcomes would extend relevance to speech-language pathology services. A more rigorous comparator - active structured cognitive rehabilitation rather than nonspecific advice - would clarify whether commercial-VR-game play offers added value over evidence-based interventions in this population. Adherence measurement (objective VR-headset logs, structured control-condition activity tracking) is also a clear methodological need.

Editorial notes from withVR

Where this connects to Therapy withVR

The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.

Commercial-VR-game training (different platform)

The Johansen trial used the commercial rhythm game Beat Saber on an Oculus Quest 2 - participants slice incoming colored blocks with lightsaber-style swords matching the block colors. The study tested this specifically as a commercial off-the-shelf game requiring sustained attention and processing speed. Therapy withVR is a different platform - it is a clinician-controlled speech-language therapy application, not a rhythm game. Editorial parallel only - the studied intervention was Beat Saber, not Therapy withVR, and the clinical target was attention/executive function in TBI, not communication.

Unsupervised home-based delivery

Participants in the Johansen trial used the VR intervention at home, 30 minutes per day, 5 days per week for 5 weeks, with weekly phone calls from the research team. Therapy withVR's design centers on clinician-supervised sessions delivered live, which is a fundamentally different delivery model. Editorial note only - the supervision model matters for clinical interpretation.

Cite this study

If you reference this study in your work, the canonical citation formats are:

APA 7th
Johansen, T., Matre, M., Løvstad, M., Olsen, A., Lund, A., Martinsen, A. C. T., Becker, F., Brunborg, C., Rizzo, A., Spikman, J. M., Neumann, D., Ponsford, J., & Tornas, S. (2026). Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial. Archives of Physical Medicine and Rehabilitation. https://doi.org/10.1016/j.apmr.2025.07.005.
AMA 11th
Johansen T, Matre M, Løvstad M, Olsen A, Lund A, Martinsen ACT, Becker F, Brunborg C, Rizzo A, Spikman JM, Neumann D, Ponsford J, Tornas S. Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial. Archives of Physical Medicine and Rehabilitation. 2026. doi:10.1016/j.apmr.2025.07.005.
BibTeX
@article{johansen2026,
  author = {Johansen, T. and Matre, M. and Løvstad, M. and Olsen, A. and Lund, A. and Martinsen, A. C. T. and Becker, F. and Brunborg, C. and Rizzo, A. and Spikman, J. M. and Neumann, D. and Ponsford, J. and Tornas, S.},
  title = {Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial},
  journal = {Archives of Physical Medicine and Rehabilitation},
  year = {2026},
  doi = {10.1016/j.apmr.2025.07.005},
  url = {https://withvr.app/evidence/studies/johansen-2026}
}
RIS
TY  - JOUR
AU  - Johansen, T.
AU  - Matre, M.
AU  - Løvstad, M.
AU  - Olsen, A.
AU  - Lund, A.
AU  - Martinsen, A. C. T.
AU  - Becker, F.
AU  - Brunborg, C.
AU  - Rizzo, A.
AU  - Spikman, J. M.
AU  - Neumann, D.
AU  - Ponsford, J.
AU  - Tornas, S.
TI  - Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial
JO  - Archives of Physical Medicine and Rehabilitation
PY  - 2026
DO  - 10.1016/j.apmr.2025.07.005
UR  - https://withvr.app/evidence/studies/johansen-2026
ER  - 

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Funding & independence

From the paper's funding statement: 'Supported by the DAM foundation (grant no. 2022/FO387039).' Multiple author disclosures from the paper's own COI declaration: Co-author Alexander Olsen 'has disclosed ownership of stocks and a pending patent application, is the cofounder and owner of Nordic Brain Tech AS, and serves as President of the Norwegian Neuropsychological Society; none of these are related to the present work.' Co-author Dawn Neumann 'reports funding from the U.S. Department of Health and Human Services (HHS), Administration for Community Living's (ACL) National Institute on Disability, Independent Living, and Rehabilitation Research (NIDILRR) under award nos. 90DPTB0002 and 90DPTB0022 (Indiana University); and from the Office of the Assistant Secretary of Defense for Health Affairs and the Defense Health Agency J9, Research and Development Directorate, or the U.S. Army Medical Research Acquisition Activity at the U.S. Army Medical Research and Development Command, through the Traumatic Brain Injury and Psychological Health Research Program under award no. W81XWH-22-2-0064. D.N. also served as a panel chair for the DoD/CDMRP (payments made to the author) and as a scientific reviewer for the VA (payments made to the author); received an honorarium for the Harvard Neurorehabilitation Conference (payment made to the author); and served as a keynote speaker at ASSBI 2023 (payment made to the author).' The other 11 authors have nothing to disclose. Trial registered at ClinicalTrials.gov NCT05443542 and Open Science Framework osf.io/6gphy. Pre-published protocol: Johansen et al. 2024, Trials. Open access CC BY-NC-ND 4.0. The VR intervention was the commercial game Beat Saber on Meta/Oculus Quest 2; this is not Therapy withVR. No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.

Last reviewed: 2026-05-12 Next review due: 2027-05-12 Reviewed by: Gareth Walkom