AUGMENTED REALITY ESCAPE ROOMS AS NEUROCOGNITIVE TRAINING ENVIRONMENTS

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Published: May 15, 2026

  Oleksii Kolesnikov

Abstract

The purpose of the paper is to examine the integration of augmented reality (AR) escape rooms as innovative neurocognitive training environments, synthesizing evidence from medical education, cognitive rehabilitation, and adaptive learning systems. Methodology. This study employs a comprehensive narrative literature review methodology, analyzing peer-reviewed publications from Web of Science, PubMed, Scopus, ERIC, and ScienceDirect databases spanning the period 2017–2025. The review synthesizes findings across four domains: VR and gamification in medical and nursing education; environment-integrated adaptive cognitive training systems; VR/AR applications in visuospatial neglect rehabilitation; and serious games for cognitive enhancement. Inclusion criteria encompass English-language empirical studies, design research, and systematic reviews addressing AR/VR escape rooms, gamification, or cognitive training in healthcare contexts. Results of the review showed that AR escape rooms demonstrate significant potential for neurocognitive training through enhanced clinical decision-making under time pressure, improved teamwork and collaboration, increased knowledge retention through engagement and motivation, and reduced stress in high-pressure scenarios. Key design elements identified include extrinsic motivation structures, direct and delayed feedback systems, environmental integration for ecological validity, and difficulty adaptation through fuzzy logic or machine learning. However, the evidence base remains emerging, with small sample sizes and pilot designs limiting generalizability. Practical implications. AR escape rooms are feasible and acceptable for neurocognitive training across medical education, stroke rehabilitation, and elderly cognitive maintenance. Implementation requires clear protocols, therapist training, adaptive difficulty settings, and performance tracking systems. Design must prioritize motivation, feedback, adaptability, and ecological validity. Value / originality. This synthesis provides a comprehensive overview of AR escape rooms as neurocognitive training environments across multiple application domains, identifying common design principles and evidence gaps. The findings inform researchers and practitioners seeking to develop or implement AR-ER interventions, while outlining future research directions including multicenter trials and cost-effectiveness analyses.

How to Cite

Kolesnikov, O. (2026). AUGMENTED REALITY ESCAPE ROOMS AS NEUROCOGNITIVE TRAINING ENVIRONMENTS. Three Seas Economic Journal, 7(1), 14-17. https://doi.org/10.30525/2661-5150/2026-1-3
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Keywords

augmented reality, escape rooms, neurocognitive training, gamification, serious games, cognitive rehabilitation, visuospatial neglect, medical education

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