Normative data for a cognitive VR rehab serious games-based approach

Acquired brain impairments are responsible for cognitive dysfunctions that affect daily life activities. Promoting cognitive exercise through ecologically-based interactive media such as virtual reality is an emerging option. Although the first step towards ecological ways to stimulate cognitive functions has been given, assessment still relies on non-ecological measures such as pencil-and-paper protocols. We propose that an effective alternative to these traditional evaluation methods is to assess patients while they execute exercises that mimic real-life tasks, such as shopping, dressing, or preparing breakfast. For this, normative data is required. This paper reports a study designed to gather normative data on several daily-life exercises run by a non-clinical sample. The descriptive data on task performance and effects of prior experience with video-games are discussed.

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