Abstract

Purpose: To examine the reliability of scores calculated from virtual reality (VR) games and their association with inhibitory control and cognitive flexibility in young elite rugby players. Methods: Following a familiarization session, seventeen rugby union players completed a session of a modified Stroop test and two sessions of three VR games consisting of (1) memorizing moving targets (Tracker Master); (2) selecting moving targets while avoiding pitfalls (Beat Master—Never Stop); and (3) selecting moving targets with an increasing frequency of appearance (Beat Master—Turbo). Results: The reliability of Beat Master—Never Stop was poor to moderate (0.41 < intraclass coefficient correlation [ICC] < 0.62; 3.2% < standard error of measurement [SEM] < 26.1%), while it was good to very good for Beat Master—Turbo (0.77 < ICC < 0.87; 3.2% < SEM < 18.2%). Regarding Tracker Master, reliability was considered as low to moderate (0.22 < ICC < 0.60; 2.2% < SEM < 6.0%). We found strong associations between Tracker Master and Stroop flexibility scores (−0.55 < r < −0.64), as well as strong to very strong associations between Beat Master—Never Stop scores and the Stroop inhibition score (0.52 < ∣r∣ < 0.84). Conclusions: Considering their metrological properties and their association level with inhibition and flexibility, the sensibility scores of the Beat Master—Never Stop and Tracker Master games should be preferred for monitoring training load, provided at least two familiarization sessions precede them.

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