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Title Executive Dysfunction--A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study
Authors Daniela Olivares, David Martínez-Pernía, Loreto Olavarria, Mauricio Cerda, Diego Montenegro, Cristian Ramírez, Rodrigo Nieto, Gonzalo Farías, Andrea Slachevsky
Publication date August 2026
Abstract Background: Traditional neuropsychological assessments
often lack
ecological validity and have limited sensitivity for detecting executive
dysfunction (ED) in daily life. Although grounded in standardized tasks,
they do not represent the complexity of real-world contexts. Serious games
(SGs) have emerged as a promising approach by simulating ecologically valid
environments involving dynamic, emotional, and socially embedded
interactions. Objective: This study aimed to (1) describe the development of
a clinically oriented SG for assessing executive functioning in ecologically
valid scenarios, and (2) evaluate its usability in clinical and healthy
populations. Methods: We conducted a cross-sectional usability study using a
theory-driven SG set in a restaurant environment, developed through an
iterative process based on neuropsychological theory and expert input.
Participants assumed the role of a waiter and completed tasks targeting
multiple executive domains (eg, planning, working memory, decision-making,
contextual control, social cognition, prospective memory, and multitasking),
with embedded emotional and social cues. A total of 181 participants (43
with traumatic brain injury {$[$}TBI{$]$}, 49 post-COVID-19, and 89
healthy controls), aged 21 to 66 years, were recruited through convenience
sampling from clinical and community settings. ED was classified based on
standardized neuropsychological assessment and clinical consensus involving
neurologists and neuropsychologists. Usability and perceived difficulty were
assessed using the System Usability Scale and Perceived Difficulty Scale.
Group differences were analyzed using Kruskal-Wallis tests with post hoc
comparisons, and generalized linear and ordinal logistic regression models
adjusted for age, sex, and education (alpha=.05). Results: A novel SG designed
to support the assessment of executive functioning provides a more
ecologically valid context than traditional neuropsychological tests.
Usability was rated as good across groups, with mean System Usability Scale
scores of 73.9 (SD 17.6) in TBI, 76.5 (SD 14.5) in post-COVID-19, and 81.7
(SD 13.5) in controls. Significant differences were observed across groups
(x^2=9.18, P=.01), with lower usability in TBI compared to controls.
Participants with ED (n=59) showed lower usability (mean difference -8.6,
95{%} CI -13.2 to -4.0; P<.001) and higher perceived difficulty (mean
difference 1.3, 95{%} CI 0.5-2.1; P<.001), though these differences were
no longer significant after adjusting for age and education. Age was
associated with lower usability (beta=-.27, 95{%} CI -0.45 to -0.09;
P=.003) and higher difficulty (odds ratio 1.04, 95{%} CI 1.02-1.07;
P<.001), while higher education was associated with better usability
(beta=.79, 95{%} CI 0.04-1.54; P=.04). Conclusions: This study presents a
novel SG integrating emotionally and socially embedded tasks to assess
executive functioning in ecologically valid contexts, extending prior work
through the inclusion of clinical populations and real-world demands.
Findings indicate good usability and underscore the influence of demographic
factors. This approach enhances the ecological relevance of
neuropsychological assessment and supports its application in clinical and
digital health settings. Further research should evaluate diagnostic
accuracy, reliability, and real-world implementation.
Pages e94860
Volume 14
Journal name JMIR Serious Games
Publisher JMIR Publications
Reference URL View reference page