BACKGROUND
Virtual Reality (VR) is a technology that is increasingly being used to assess and intervene in executive functions such as inhibitory control and cognitive flexibility. These functions have a relevant impact on participation in occupations and on the analysis of behavior in participation.
OBJECTIVE
The present study aims to determine the normative values of executive functions, more specifically cognitive flexibility and inhibitory control, in young people aged 12 to 16 years in the performance of Virtual Reality (VR) games.
METHODS
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.
RESULTS
Significant differences (p=.002) were found for age, with a cut-off point between 13 and 14 years old. Regarding sex, no significant differences were found. Furthermore, although the VR game and the WCST focus on the same executive functions there was a positive but not significant correlation between them.
CONCLUSIONS
This study has shown that 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 the use of VR is an added value due to the motivation it triggers in those who play.