Abstract

Abstract Purpose The focus of our study was to understand the influence of demographics of collegiate football players on virtual reality (VR) cognitive scores over multiple seasons. We collected subject demographic factors and VR cognitive scores obtained at multiple time-points each year for four years. By observing multiple years of football athletes’ trends in scores through the seasons, we hope to better understand both how individualized factors and playing a collegiate collision sport affect cognition. Methods VR scores and demographic factors from 122 Division I football players through 2019-2022 seasons were analyzed. The VR is a fully immersive system, with separate modules to evaluate spatial memory, reaction time, and balance. Data collection occurred at pre-season, post-camp, mid-season, and post-season. Results Statistical analyses were conducted using SPSS v25. Participants were categorized by position, psychiatric disorder, concussion history, and year. Paired T-tests and one-way ANOVA were used to compare the scores of participants based on year and demographic factors. No demographic factors reached statistical significance, however VR balance scores were significantly lower in 2021 compared to other seasons (p<.05). Spatial memory scores trended toward significance between individuals with and without concussion history (p=.064). VR balance scores were significantly lower in 2021 (p<.001) across all time points. Conclusions While it was found that demographic factors did not influence VR performance, data suggests influence of concussion history on spatial memory warrants further investigation. The balance deficits in 2021 merit further exploration, but overall findings suggest participation in collegiate football without observable acute cognitive deficit.

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