Maciej Lachowicz

Dr. Maciej Lachowicz

Institute of Health Studies, DSW Ideis University, Wrocław, Dolnośląskie, Poland
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orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 April 2024 in Scientific Reports
Verified
Journal Article
Open access
PDF file
Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
AŻAlina Żurek
Alina Żurek
DJDariusz Jamro
Dariusz Jamro
ASAnna Serweta-Pawlik
Anna Serweta-Pawlik
GŻGrzegorz Żurek
Grzegorz Żurek
In the dynamic landscape of e-sports, where intense competitive gaming demands high cognitive abilities, concentration performance and alternating attention play a pivotal role. E-sports encompass diverse genres, each requiring specific cognitive functions. Maintaining unwavering focus is crucial, as split-second decisions can determine victory. The study explores the potential of Virtual Reality (VR) training to enhance concentration performance and alternating attention, shedding light on the importance and possibilities of optimizing cognitive abilities for e-athletes. VR training emerges as a promising intervention, offering immersive environments for cognitive exercises. The study investigates the impact of VR training on concentration performance and alternating attention in amateur e-athletes, utilizing standardized tests. A randomized controlled trial with 66 participants reveals significant improvements in the VR training group, highlighting the adaptability and plasticity of cognitive processes. The findings suggest that VR training can enhance concentration abilities, providing valuable insights for e-sports and potentially extending to other fields requiring sustained attention and rapid task-switching. The study underscores the convergence of cognitive psychology, neuroscience, and VR technology, paving the way for innovative training methodologies and advancements in e-sports performance.

30 October 2024 in Brain Sciences
Verified
Journal Article
Open access
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Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
ASAnna Julia Serweta-Pawlik
Anna Julia Serweta-Pawlik
AKAlicja Konopka-Lachowicz
Alicja Konopka-Lachowicz
DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. Methods: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19–41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. Results: The results demonstrated that VR training significantly improved eye–hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. Conclusions: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye–hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field.

NeuroActive Usługi Fizjoterapeutyczne GorączkoNeuroActive Usługi Fizjoterapeutyczne Gorączko
NeuroActive Usługi Fizjoterapeutyczne Gorączko
AŻAlina Żurek
Alina Żurek
Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
KKKatarzyna Kujawa
Katarzyna Kujawa
GZGrzegorz Zurek
Grzegorz Zurek
Background: A spinal cord injury (SCI) is a traumatic event that affects every aspect of life: physical, mental, economic, and social. The main aim of this study was to investigate self-efficacy, quality of life, and their correlations among outstanding athletes who have suffered spinal cord injuries, and to determine whether these individuals have specific psychological characteristics that contribute to a better quality of life. Methods: The study involved nine athletes with at least national-level achievements in sports prior to an SCI. Participation in the study consisted of an interview via an online communicator, followed by an online questionnaire consisting of a personal questionnaire and two scales: The World Health Organization Quality of Life Scale (WHOQoL-BREF), and the General Self-Efficacy Scale (GSES). Results: Spearman’s correlation showed a correlation between general self-efficacy, perception of quality of life, and satisfaction with own physical health, as well as psychological resources and environmental support. Conclusions: Involvement in an environment that was important to the injured person before the accident, in either a passive (in the absence of functional capacity) or active form, promotes a greater sense of self-efficacy and good QoL, regardless of the time that has passed since the accident, and despite high levels of pain or secondary health issues. To fill the gap in professional long-term healthcare services for athletes after SCIs, intervention programs should be considered that support self-efficacy, which is an important factor that can be subject to improvement.

5 June 2025 in Virtual Reality
Verified
Journal Article
Open access
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Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
Michal KlichowskiMichal Klichowski
Michal Klichowski
ASAnna Julia Serweta-Pawlik
Anna Julia Serweta-Pawlik
ARAgnieszka Rosciszewska
Agnieszka Rosciszewska
GZGrzegorz Zurek
Grzegorz Zurek
The study investigates effects of virtual reality (VR) cognitive training using the rhythm-based game Beat Saber on concentration performance and executive functions in amateur esports athletes (e-athletes). A total of 128 amateur e-athletes (81 males, 47 females; mean age = 23.92 ± 3.57 years) were randomly assigned to short-term (E8, 8 VR sessions) or long-term (E28, 28 VR sessions) training groups, or corresponding control groups without training. Cognitive functions were assessed using the S4 Cognitrone test for concentration and the Color Trail Test (CTT) for executive functions, administered at three time points: pre-intervention, immediately post-intervention, and one month after training completion. Results demonstrated significant improvements in concentration and executive functions for both VR training groups, with even the short-term training yielding substantial cognitive gains. Importantly, these cognitive enhancements were maintained during follow-up assessments. Control groups did not exhibit comparable improvements, indicating the effectiveness of the VR intervention. The findings underscore the potential of using commercially available VR games as practical cognitive training tools, emphasizing their relevance for enhancing cognitive performance in esports and similar cognitively demanding contexts.

7 March 2023 in Cancers
Verified
Journal Article
Open access
PDF file
ASAnna Julia Serweta-Pawlik
Anna Julia Serweta-Pawlik
Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
AŻAlina Żurek
Alina Żurek
BRBill Shawn Rosen
Bill Shawn Rosen
GZGrzegorz Zurek
Grzegorz Zurek
The prevalence of Cancer-related Cognitive Impairment (CRCI) in cancer patients necessitates the search for methods to help stimulate cognitive function. An innovative and repeatedly used method in oncology departments is virtual reality (VR). To date, no one has used VR for head and neck cancer patients in an attempt to stimulate their working memory. The goal of our research is to intervene with off-the-shelf VR applications in HNC patients to lower the risk of CRCI. Twenty-two patients with head and neck cancer were enrolled in this pilot study to characterize their visuospatial memory capacity, a form of working memory. During the oncological treatment, the patient had 30 min sessions, three times a week, using publicly available applications of VR. No significant changes were observed in the pre- and post-study. The individual patient results present a favorable trend of changes in their working memory after the intervention: despite oncological treatment, visual-spatial memory did not deteriorate in 88% of patients, including 28% of patients with higher scores than before the intervention. In this pilot study, VR was safely used in patients with head and neck cancer with no negative side effects. The use of VR may prevent CRCI in most HNC patients and, in some, VR may improve their cognitive functioning. A more rigorous study with larger numbers and controls is advised.

DJDariusz Jamro
Dariusz Jamro
GZGrzegorz Zurek
Grzegorz Zurek
MDMałgorzata Dulnik
Małgorzata Dulnik
Maciej LachowiczMaciej Lachowicz
Maciej Lachowicz
DLDariusz Lenart
Dariusz Lenart
Executive functions (EF) are crucial to a person’s unique abilities, enabling one to achieve goals, adapt to new situations and manage social interactions. EF are also very important for the effective performance of military tasks including the shooting performance (SP) of soldiers. The aim of this study was to investigate the association of EF with SP and gender differences in the level of these traits among cadets of the General Tadeusz Kosciuszko Military University of Land Forces in Wroclaw i.e., 156 persons (19 females and 137 males). The level of EF and processes related to attention was measured with usage of the Color Trails Test (CTT-1 and CTT-2). SP was assessed on the basis of scores from four different small arms and rifle shootings at a fixed target and at emerging targets. The relations between explained and explanatory variables were assessed using Spearman correlation. The variation in the mean values of CTT scores and SP of men and women was compared using the Mann–Whitney U test for independent samples. The results of the present study did not reveal any significant differences between women and men in the level of EF and SP. The key finding of the present study is that the higher SP of males in all shooting events of the study and of females in pistol shooting were significantly correlated with higher executive functions.