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Authors
Abstract(s)
The present study aims to determine the normative values of executive funsctions, more specifically cognitive flexibility and inhibitory control, in young people aged 12 to 16 years in the performance of Virtual Reality (VR) games. The sample, obtained by convenience, consists of 164 adolescents between 12 and 16 years old. For this study, a session with VR games was conducted and the Wisconsin Card Sorting Test (WCST) was performed on a computer. Significant diferences (p=.002) were found for age, with a cut-off point between 13 and 14 years old. Regarding sex, no significant diferences were found. Furthermore, although the VR game the WCST focus on the same executive functions there was a positive but not significant correlation between them. This study has shown taht age has an influence on the performance of tasks that involve cognitive flexibility and inhibitory control since these skills are still under development during adolescence. It should also be noted that te use of VR is an added value due to the motivation it triggers in those who play.
Description
Keywords
Virtual reality Gaming Cognitive flexibility Inhibitory control Normative values