Assessment of goal-directed behavior with the 3D videogame EPELI: Psychometric features in a web-based adult sample
PLOS ONE
RESEARCH ARTICLE
Assessment of goal-directed behavior with
the 3D videogame EPELI: Psychometric
features in a web-based adult sample
Jussi Jylkkä ID1*, Liisa Ritakallio1, Liya Merzon2, Suvi Kangas ID3, Matthias Kliegel4,5,
Sascha Zuber5,6, Alexandra Hering4,7, Juha Salmi2,8, Matti Laine1
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1 Department of Psychology, Åbo Akademi University, Turku, Finland, 2 Department of Neuroscience and
Biomedical Engineering, Aalto University, Espoo, Finland, 3 Department of Psychology, University of
Helsinki, Helsinki, Finland, 4 Faculty of Psychology and Educational Sciences, University of Geneva,
Geneva, Switzerland, 5 Centre for the Interdisciplinary Study of Gerontology and Vulnerability, University of
Geneva, Geneva, Switzerland, 6 Swiss National Center of Competences in Research LIVES—Overcoming
Vulnerability: Life Course Perspectives, Lausanne & Geneva, Switzerland, 7 Department of Developmental
Psychology, Tilburg University, Tilburg, The Netherlands, 8 MAGICS, Aalto University, Espoo, Finland
*
Abstract
OPEN ACCESS
Citation: Jylkkä J, Ritakallio L, Merzon L, Kangas S,
Kliegel M, Zuber S, et al. (2023) Assessment of
goal-directed behavior with the 3D videogame
EPELI: Psychometric features in a web-based adult
sample. PLoS ONE 18(3): e0280717. https://doi.
org/10.1371/journal.pone.0280717
Editor: Gabriel G. De La Torre, University of Cadiz:
Universidad de Cadiz, SPAIN
Received: August 9, 2022
Accepted: January 5, 2023
Published: March 21, 2023
Copyright: © 2023 Jylkkä et al. This is an open
access article distributed under the terms of the
Creative Commons Attribution License, which
permits unrestricted use, distribution, and
reproduction in any medium, provided the original
author and source are credited.
Data Availability Statement: All data is available at
the Open Science Framework, https://osf.io/3y5je/.
Funding: JS was supported by the Academy of
Finland (#325981 and #328954); ML was
supported by Academy of Finland (#323251). LR
was supported by the Finnish Cultural Foundation.
Competing interests: The authors have declared
that no competing interests exist.
EPELI (Executive Performance in Everyday LIving) is a recently developed gaming tool for
objective assessment of goal-directed behavior and prospective memory (PM) in everyday
contexts. This pre-registered study examined psychometric features of a new EPELI adult
online version, modified from the original child version and further developed for self-administered web-based testing at home. A sample of 255 healthy adults completed EPELI where
their task was to perform household chores instructed by a virtual character. The participants also filled out PM-related questionnaires and a diary and performed two conventional
PM tasks and an intelligence test. We expected that the more “life-like” EPELI task would
show stronger associations with conventional PM questionnaires and diary-based everyday
PM reports than traditional PM tasks would do. This hypothesis did not receive support.
Although EPELI was rated as more similar to everyday tasks, performance in it was not
associated with the questionnaires and the diary. However, there were associations
between time-monitoring behavior in EPELI and the traditional PM tasks. Taken together,
online adult-EPELI was found to be a reliable method with high ecological face validity, but
its convergent validity requires further research.
Introduction
An important aspect of any psychological assessment method is its ability to predict real-world
behaviors, that is, its ecological validity. Cognitive tasks have been criticized in this respect as
they are often simplified and strictly controlled, putting emphasis on internal rather than
external validity [1–4]. Moreover, traditional cognitive tasks typically use highly controlled,
but therefore low-dimensional and static stimuli, which strongly stand in contrast to dynamic
and complex real-world environments [5]. This reflects the common underlying assumption
PLOS ONE | https://doi.org/10.1371/journal.pone.0280717 March 21, 2023
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Assessment of goal-directed behavior with the 3D videogame EPELI
in traditional cognitive testing that cognitive functions are invariant across contexts, which
implies that the same cognitive processes are at play in laboratory tasks and in real life [6]. This
idea of generalizability is challenged by findings indicating that performances in laboratory
tasks often correlate weakly with real-life behaviors, which suggests that cognitive processes
may be context-sensitive [7]. This motivates a move towards a ‘cognitive ethology’ approach
where cognition is tested in natural contexts [6,8]. Such studies have indeed been conducted in
neuropsychology (e.g., Multiple Errands Test; [9]) but they face several practical limitations,
lacking experimental control and being difficult to implement [10]. However, the development
of video games and virtual reality (VR) tools has renewed interest in the development of more
complex, ‘life-like’ cognitive tasks [11]. Another important aspect that has not been previously
addressed in naturalistic studies is the scalability of the measurement methods. Obtaining
large enough sample sizes when studying human goal-directed behavior in lifelike contexts is
highly relevant: in complex task situations one can expect considerable inter-individual performance variation, and identifying factors that underlie this variation is difficult in limited samples. In addition, various background factors like age and cognitive ability, as well as the highly
variable employment of spontaneous strategies could mediate the performance in complex
tasks [12,13].
In the present study, we set out to examine the internal consistency as well as convergent
and ecological validity of a new, Internet browser-based 3D video game called EPELI (Executive Performance in Everyday Living) in a large sample of healthy adults. A VR version of this
task has been recently validated in children with ADHD versus normally developing controls
[14]. However, VR methods typically require laboratory testing and significant human
resources because most persons do not possess the necessary equipment. The present webbased version of EPELI enables scalable, home-based testing. Although several similar tasks
have been conducted in laboratory context (for a review, see [15]), to our knowledge this is the
first time when a naturalistic video game to assess cognitive processes related to goal-directed
behavior is utilized remotely through the Internet.
Many of the early VR testing games were in practice implementations of laboratory tasks,
such as the Wisconsin Card Sorting test [16] or the Continuous Performance Test (CPT, [17];
for a review, see [11]). However, these VR implementations suffer from many of the same limitations as traditional laboratory-based tasks, such as employing abstract, unrealistic and static
stimulus materials, (...truncated)