Assessment and Training of Perceptual-Motor Function: Performance of College Wrestlers Associated with History of Concussion

Author:

Wilkerson Gary B.1ORCID,Fleming Lexi R.2,Adams Victoria P.3,Petty Richard J.4,Carlson Lynette M.1ORCID,Hogg Jennifer A.1ORCID,Acocello Shellie N.1

Affiliation:

1. Department of Health & Human Performance, University of Tennessee at Chattanooga, Chattanooga, TN 37403, USA

2. Department of Intercollegiate Athletics, Lincoln Memorial University, Harrogate, TN 37752, USA

3. Sports Medicine Outreach Program, Piedmont Physicians Athens Regional Medical Center, Watkinsville, GA 30677, USA

4. Department of Intercollegiate Athletics, University of Tennessee at Chattanooga, Chattanooga, TN 37403, USA

Abstract

Concussion may affect sport performance capabilities related to the visual perception of environmental events, rapid decision-making, and the generation of effective movement responses. Immersive virtual reality (VR) offers a means to quantify, and potentially enhance, the speed, accuracy, and consistency of responses generated by integrated neural processes. A cohort of 24 NCAA Division I male wrestlers completed VR assessments before and after a 3-week VR training program designed to improve their perceptual-motor performance. Prior to training, the intra-individual variability (IIV) among 40 successive task trials for perceptual latency (i.e., time elapsed between visual stimulus presentation and the initiation of movement response) demonstrated strong discrimination between 10 wrestlers who self-reported a history of concussion from 14 wrestlers who denied ever having sustained a concussion (Area Under Curve ≥ 0.750 for neck, arm, and step movements). Natural log transformation improved the distribution normality of the IIV values for both perceptual latency and response time (i.e., time elapsed between visual stimulus presentation and the completion of movement response). The repeated measures ANOVA results demonstrated statistically significant (p < 0.05) pre- and post-training differences between groups for the IIV in perceptual latency and the IIV in response time for neck, arm, and step movements. Five of the six IIV metrics demonstrated a statistically significant magnitude of change for both groups, with large effect sizes. We conclude that a VR assessment can detect impairments in perceptual-motor performance among college wrestlers with a history of concussion. Although significant post-training group differences were evident, VR training can yield significant performance improvements in both groups.

Publisher

MDPI AG

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