The Role of Gaming Experience in Virtual Reality Cognitive Assessments
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Authors
DOI
Document Type
Master Thesis
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CC-BY-NC-ND
Abstract
Virtual reality (VR) is increasingly being explored as a potential addition to classical pen-and-paper tests when it comes to assessing neurocognitive functioning. In these VR-assessments, prior experience with gaming could act as a bias, and boost an individuals VR performance. For example, experienced gamers may have better attention or move at a faster speed. To examine whether gaming experience influences VR performance, and whether there is a difference in this effect between TBI-patients and healthy controls, 66 participants (37 TBI-patients, 29 healthy controls) performed a task in a virtual restaurant simulation. Three VR-outcome measures were examined: speed (average time spent per item), mistakes (amount of items that were dropped) and learning (improvement in task speed). Gaming experience was measured with a questionnaire. Results showed a positive relation between gaming experience and speed and learning. No relationship was found between gaming experience and mistakes. These effects were similar for TBI-patients and healthy controls. Findings highlight the importance of taking gaming experience into account in future studies on VR, improving the interpretation of VR cognitive assessments.
Keywords
virtual reality, VR simulation, gaming experience, neurocognitive assessment, traumatic brain injury