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dc.contributor.authorChicchi Giglioli, Irene Alice
dc.contributor.authorJuan Ripoll, Carla de
dc.contributor.authorParra, Elena
dc.contributor.authorAlcañiz Raya, Mariano
dc.date.accessioned2026-07-01T07:48:36Z
dc.date.available2026-07-01T07:48:36Z
dc.date.issued2021
dc.identifier.citationChicchi Giglioli, I. A., Juan Ripoll, C. D., Parra, E., y Alcañiz Raya, M. (2021). Are 3D virtual environments better than 2D interfaces in serious games performance? An explorative study for the assessment of executive functions. Applied Neuropsychology:Adult, 28(2), 148-157. https://doi.org/10.1080/23279095.2019.1607735es
dc.identifier.issn2327-9095
dc.identifier.urihttp://hdl.handle.net/20.500.12251/4515
dc.description.abstractExecutive functions refer to higher-order cognitive processes that supervise and guide goal-directed and adaptive behaviors in response to everyday situations. The traditional measures used to assess executive functions include paper-and-pencil tests and/or computerized tests that have been found to have a moderate level of ecological validity in predicting real-world performance. Serious games (SG) represent a novel methodological approach, allowing investigating subjects’ performance in real-simulated situations. Serious games are computer games whose primary purposes include investigating human behaviors and changes. Furthermore, SG can also vary according to the technology used and the interaction. Indeed, a SG can be rendered via a nonimmersive screen-based (2D) or via an immersive virtual reality game (3D). Starting from these premises, we compared a narrative-contextualized SG in 2D and 3D, correlating them with traditional tests. Findings showed different condition correlations with the traditional tasks and the comparison between the two systems have revealed that 3D is able to generate lower reaction times, higher correct answers, and lower perseverative responses in attentional abilities, inhibition control, and cognitive shifting than 2D condition. The present study yielded evidence on the use of more ecological tools to identify the functional cognitive status in real-simulated contexts along with traditional evaluation. © 2019 Taylor & Francis Group, LLC.es
dc.language.isoenges
dc.publisherRoutledgees
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleAre 3D virtual environments better than 2D interfaces in serious games performance? An explorative study for the assessment of executive functionses
dc.typearticle
dc.identifier.doi10.1080/23279095.2019.1607735
dc.identifier.urlhttps://www.scopus.com/results/results.uri?s=AU-ID%2857204604322%29&sot=aut&sdt=a&origin=AuthorProfile&src=s&sort=plf-f&limit=200&sessionSearchId=5b30b5daa170bb33e4b92da3cde7d40a
dc.issue.number2es
dc.journal.titleApplied Neuropsychology:Adultes
dc.page.initial148es
dc.page.final157es
dc.rights.accessRightsopenAccesses
dc.subject.keywordRealidad Virtual (RV)es
dc.subject.keywordVideojuegoses
dc.subject.unesco3305 Tecnología de la Construcciónes
dc.subject.unesco1203 Ciencia de Los Ordenadoreses
dc.subject.unesco1203.26 Simulaciónes
dc.subject.unesco1209.03 Análisis de Datoses
dc.volume.number28


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