TY - JOUR
T1 - The limitations and challenges in the assessment of executive dysfunction associated with real-world functioning
T2 - The opportunity of serious games
AU - Martínez-Pernía, David
AU - Olavarría, Loreto
AU - Fernández-Manjón, Baltasar
AU - Cabello, Victoria
AU - Henríquez, Fernando
AU - Robert, Philippe
AU - Alvarado, Luís
AU - Barría, Silvia
AU - Antivilo, Andrés
AU - Velasquez, Juan
AU - Cerda, Mauricio
AU - Farías, Gonzalo
AU - Torralva, Teresa
AU - Ibáñez, Agustín
AU - Parra, Mario A.
AU - Gilbert, Sam
AU - Slachevsky, Andrea
N1 - Publisher Copyright:
© 2023 Taylor & Francis Group, LLC.
PY - 2023
Y1 - 2023
N2 - Nowadays, there is a broad range of methods for detecting and evaluating executive dysfunction ranging from clinical interview to neuropsychological evaluation. Nevertheless, a critical issue of these assessments is the lack of correspondence of the neuropsychological test’s results with real-world functioning. This paper proposes serious games as a new framework to improve the neuropsychological assessment of real-world functioning. We briefly discuss the contribution and limitations of current methods of evaluation of executive dysfunction (paper-and-pencil tests, naturalistic observation methods, and Information and Communications Technologies) to inform on daily life functioning. Then, we analyze what are the limitations of these methods to predict real-world performance: (1) A lack of appropriate instruments to investigate the complexity of real-world functioning, (2) the vast majority of neuropsychological tests assess well-structured tasks, and (3) measurement of behaviors are based on simplistic data collection and statistical analysis. This work shows how serious games offer an opportunity to develop more efficient tools to detect executive dysfunction in everyday life contexts. Serious games provide meaningful narrative stories and virtual or real environments that immerse the user in natural and social environments with social interactions. In those highly interactive game environments, the player needs to adapt his/her behavioral performance to novel and ill-structured tasks which are suited for collecting user interaction evidence. Serious games offer a novel opportunity to develop better tools to improve diagnosis of the executive dysfunction in everyday life contexts. However, more research is still needed to implement serious games in everyday clinical practice.
AB - Nowadays, there is a broad range of methods for detecting and evaluating executive dysfunction ranging from clinical interview to neuropsychological evaluation. Nevertheless, a critical issue of these assessments is the lack of correspondence of the neuropsychological test’s results with real-world functioning. This paper proposes serious games as a new framework to improve the neuropsychological assessment of real-world functioning. We briefly discuss the contribution and limitations of current methods of evaluation of executive dysfunction (paper-and-pencil tests, naturalistic observation methods, and Information and Communications Technologies) to inform on daily life functioning. Then, we analyze what are the limitations of these methods to predict real-world performance: (1) A lack of appropriate instruments to investigate the complexity of real-world functioning, (2) the vast majority of neuropsychological tests assess well-structured tasks, and (3) measurement of behaviors are based on simplistic data collection and statistical analysis. This work shows how serious games offer an opportunity to develop more efficient tools to detect executive dysfunction in everyday life contexts. Serious games provide meaningful narrative stories and virtual or real environments that immerse the user in natural and social environments with social interactions. In those highly interactive game environments, the player needs to adapt his/her behavioral performance to novel and ill-structured tasks which are suited for collecting user interaction evidence. Serious games offer a novel opportunity to develop better tools to improve diagnosis of the executive dysfunction in everyday life contexts. However, more research is still needed to implement serious games in everyday clinical practice.
KW - Ecological validity
KW - Information and Communications Technologies
KW - executive function
KW - neuropsychological assessment
KW - real-world functioning
KW - serious game
UR - http://www.scopus.com/inward/record.url?scp=85149275092&partnerID=8YFLogxK
U2 - 10.1080/23279095.2023.2174438
DO - 10.1080/23279095.2023.2174438
M3 - Review article
AN - SCOPUS:85149275092
SN - 2327-9095
JO - Applied Neuropsychology:Adult
JF - Applied Neuropsychology:Adult
ER -