Early VR study (n=10) - adults with TBI completed fewer virtual errands than controls; virtual performance matched real multitasking
How this was rated
Matched-controls study with small sample on early VR technology. Important historically as one of the first virtual-environment assessments to demonstrate concurrent validity with real-world performance. Not a clinical trial.
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Adults with traumatic brain injury and matched controls completed a Virtual Errands Test set in a virtual university building. The TBI group completed significantly fewer errands, and virtual performance correlated with real-world errands at the same site.
An early demonstration that virtual environments can capture multitasking and planning difficulties after TBI in a way that correlates with real-world performance; small sample and dated technology limit conclusions, but the methodological template has been influential.
Key findings
- TBI participants completed significantly fewer virtual errands than controls
- Virtual errands performance correlated with real-world errands performance at the same site
- The virtual measure captured multitasking difficulties that traditional tests missed
- Concurrent validity supported the use of virtual environments for executive function assessment
Background
By 2001, virtual reality had moved from a niche research curiosity to a tool worth taking seriously for clinical assessment, but rigorous validation work was scarce. Traditional neuropsychological measures of executive function - planning, multitasking, cognitive flexibility - had long been criticized for poor ecological validity. They could detect that something was wrong, but they often missed the kind of multitasking failures that show up only in everyday contexts. McGeorge and colleagues set out to test whether a virtual environment could capture multitasking difficulties after traumatic brain injury and whether virtual performance would correlate with the same task in the real world.
What the researchers did
McGeorge and colleagues at the University of Aberdeen developed the Virtual Errands Test, set in a virtual model of the University of Aberdeen Department of Psychology building. The system ran on a Viglen Genie III PC (Pentium III 350MHz, 256MB RAM) with a 35-inch CRT monitor and a “Vscape interface” navigated by mouse. The virtual building was populated with staff avatars and multiple interconnected rooms.
Five head-injury patients (recruited from the Brain Injury Vocational Center, Rehab Scotland, Aberdeen) and five matched controls completed the Virtual Errands Test. Additional outcome measures included the Behavioral Assessment of the Dysexecutive Syndrome (BADS), the Dysexecutive Questionnaire (DEX) informant rating, and the Wisconsin Card Sort Test. A subset of participants then completed a parallel set of errands in the real Aberdeen building, allowing concurrent validity testing.
What they found
Participants with TBI completed significantly fewer virtual errands than controls, indicating that the virtual measure was sensitive to executive function differences. Critically, virtual performance correlated with real-world performance among participants who completed both versions - establishing concurrent validity for the virtual measure. The pattern of difficulties (planning failures, errands forgotten under competing demands, suboptimal route choices) closely matched the kind of everyday difficulties that informants reported about the same individuals.
Why this matters
This was one of the first studies to formally demonstrate that virtual environments can serve as ecologically valid contexts for assessing executive function. The methodological template - design a virtual environment that mirrors a real one, demonstrate that performance in the virtual version correlates with performance in the real version - has shaped a generation of subsequent work, including the larger validation studies that followed (such as Renison and colleagues’ Virtual Library Task in 2012). For speech-language professionals working with cognitive-communication challenges after TBI, the principle remains useful: practicing the cognitive substrates of communication in environments that closely resemble everyday contexts is more likely to capture and address functional difficulties than abstract drills.
Limitations
The sample was small and the VR technology used in 2001 was substantially less sophisticated than current systems. Single-site work needs replication, particularly across populations beyond the matched groups studied. The study addresses assessment, not intervention - whether practicing in virtual errands environments improves real-world multitasking is a separate question that requires intervention trials.
Implications for practice
Virtual environments can serve as ecologically valid contexts for assessing multitasking and planning - cognitive substrates that underpin functional communication after TBI. The principle extends beyond assessment: similar environments can serve as practice contexts where the person rehearses managing multiple demands.
Implications for research
Newer virtual-errands paradigms with larger samples and more recent VR technology have built on McGeorge's template. Direct extension to communication-specific multitasking - managing multiple conversational threads, handling interruptions during work tasks - is a useful research direction.
Where this connects to Therapy withVR
The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.
Café Environment
McGeorge's virtual errands paradigm relied on environments resembling everyday spaces - Therapy withVR's Café and similar environments offer the same ecological validity for cognitive-communication practice.
Avatar Interaction Variety
Multiple avatars and tasks within a single environment recreate the multitasking demands this foundational study used to capture executive function.
Cite this study
If you reference this study in your work, the canonical citation formats are:
@article{mcgeorge2001,
author = {McGeorge, P. and Phillips, L. H. and Crawford, J. R. and Garden, S. E. and Della Sala, S. and Milne, A. B. and Hamilton, S. and Callender, J. S.},
title = {Using virtual environments in the assessment of executive dysfunction},
journal = {Presence: Teleoperators and Virtual Environments},
year = {2001},
doi = {10.1162/1054746011470253},
url = {https://withvr.app/evidence/studies/mcgeorge-2001}
}TY - JOUR
AU - McGeorge, P.
AU - Phillips, L. H.
AU - Crawford, J. R.
AU - Garden, S. E.
AU - Della Sala, S.
AU - Milne, A. B.
AU - Hamilton, S.
AU - Callender, J. S.
TI - Using virtual environments in the assessment of executive dysfunction
JO - Presence: Teleoperators and Virtual Environments
PY - 2001
DO - 10.1162/1054746011470253
UR - https://withvr.app/evidence/studies/mcgeorge-2001
ER - Know of research that should be in this hub? If a relevant peer-reviewed study is not listed here, send the reference to hello@withvr.app. The hub is kept up to date as the literature grows.
Funding & independence
No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.