Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non‐immersive assessments
Panagiotis Kourtesis, Andrea Lizarraga, Sarah E. MacPherson

TL;DR
This study compares immersive VR and traditional computer-based cognitive assessments, finding VR to be more user-friendly and less affected by prior tech experience.
Contribution
The study introduces immersive VR as a potentially more equitable platform for cognitive assessments by showing its usability and reduced dependency on IT skills.
Findings
VR assessments received higher user experience and usability ratings compared to PC-based assessments.
Performance on the Corsi Block Task and reaction time was better in PC-based assessments.
VR performance was largely independent of prior IT experience, except for gaming experience affecting CBT backward recall.
Abstract
Immersive virtual reality (VR) enhances ecological validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience and usability of VR‐based versus PC‐based assessments of short‐term and working memory, as well as psychomotor skills, while also examining how demographic and IT‐related skills influence performance in both modalities. Sixty‐six participants performed the Digit Span Task (DST), Corsi Block Task (CBT) and Deary‐Liewald Reaction Time Task (DLRTT) in both VR‐ and PC‐based formats. Participants' experience in using computers and smartphones, and playing videogames, was considered. User experience and system usability of the formats were also evaluated. While performance on DST was…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Sport Psychology and Performance · Human-Automation Interaction and Safety
