# Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non‐immersive assessments

**Authors:** Panagiotis Kourtesis, Andrea Lizarraga, Sarah E. MacPherson

PMC · DOI: 10.1111/jnp.70014 · 2025-10-07

## 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.

## Key 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 similar across modalities, PC assessments enabled better performance on CBT and faster reaction times in DLRTT. Significant correlations between VR and PC versions supported convergent validity. Regression analyses revealed that performance on PC versions was influenced by computing and gaming experience, whereas performance on VR versions was largely independent of these factors, except for gaming experience predicting performance on CBT backward recall. Moreover, VR assessments received higher ratings for user experience and usability than PC‐based assessments.

Immersive VR assessments provide an engaging alternative to traditional computerized methods, with minimal reliance on prior IT experience and demographic factors. This resilience to individual differences suggests that VR may offer a more equitable and accessible platform for automated cognitive assessment. Future research should explore the long‐term reliability of VR‐based assessments.

## Full-text entities

- **Species:** Homo sapiens (human, species) [taxon 9606]

## Figures

1 figure with captions in the complete paper: https://tomesphere.com/paper/PMC12976848/full.md

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Source: https://tomesphere.com/paper/PMC12976848