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33 A serious game in an immersive virtual environment for inhibition and selective attention evaluation

Published online by Cambridge University Press:  21 December 2023

Khawla Ajana*
Affiliation:
Institut de recherche en sciences psychologiques (IPSY), Louvain-la-neuve, Belgium.
Gauthier Everard
Affiliation:
Institut de Recherche Experimentale et Clinique, Brussels, Belgium.
Thierry Lejeune
Affiliation:
Institut de Recherche Experimentale et Clinique, Brussels, Belgium. Service de Medecine Physique et Read-aptation, Cliniques Universitaires Saint-Luc, Brussels, Belgium
Martin Gareth Edwards
Affiliation:
Institut de recherche en sciences psychologiques (IPSY), Louvain-la-neuve, Belgium.
*
Correspondence: Khawla AJANA PSY-NAPS Group Institut de recherche en sciences psychologiques (IPSY) email address: khawla.ajana@uclouvain.be
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Abstract

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Objective:

Executive functions (EFs) refer to a set of top-down cognitive processes that are fundamental for the control of goal directed behaviours (Lezak et al., 2004). Inhibition (the capacity to ignore irrelevant information) and selective attention (the capacity to selectively focus on relevant information) are considered as the core components of EFs (Barkley, 2001; Veer et al., 2017). EFs can be impaired following brain damage (Chung et al., 2013) and they are traditionally assessed individually, using paper-and-pencil tests that have long been criticized for their ecological and sensitivity limitations (Dugbartey et al., 1999; Miyake et al., 2000). Here we developed a serious game in immersive virtual reality to measure inhibition and selective attention based on the go/no-go paradigm and the D2 Test.

Participants and Methods:

Sixty healthy participants were asked to perform a series of tasks, where in each task, the target was a mole wearing a coloured helmet. In task A, either the target or a distractor bomb was presented. The participants had to respond to the target and inhibit a response to the bomb. In task B, the target was presented with distractor moles wearing different coloured helmets. The two tasks could also be combined, task AB, where the target was presented with distractors (as in task B) versus the bomb was presented with distractor moles. All the stimuli appeared from four molehills aligned to sagittal axis (near to far from the participant). Responses were made with the dominant hand in task A and with both tasks in tasks B and AB. The participants were instructed to hit the target with a virtual hammer.

Results:

Response time analysis showed that in tasks A, B and AB, participants were slower to respond to the far compared to near targets. In task B and AB, participants were additionally slower to respond to the left compared right targets. Significant interactions between laterality and proximity for tasks B and AB showed that the participants were significantly slower to response to left vs right target in both far and near conditions. All participants were able to inhibit responses to the bomb and distractor stimuli.

Conclusions:

In conclusion, we have developed a novel serious game in immersive virtual reality for the assessment of inhibition and selective attention, both as individual tests and as a combined test. Future studies will test patients with executive dysfunction to test the validity of this new serious game.

Type
Poster Session 08: Assessment | Psychometrics | Noncredible Presentations | Forensic
Copyright
Copyright © INS. Published by Cambridge University Press, 2023