## 2 Materials and Methods
### Procedure  
Participants were tested individually at a quiet laboratory at the University of Cyprus. Upon arriving at the lab, each participant read and signed an informed consent. First, participants carried out the two computerized tasks, i.e., the ANT and the Wack-a-Mole. The order in which the two tasks were administered was counterbalanced across participants. In between the two tasks, participants filled out the ACS and the ASRS questionnaires. The VR Goalkeeper task was administered last to preclude physical fatigue impacting negatively cognitive processing in the computerized tasks.  
For the ANT, participants sat in front of a desktop computer at a comfortable distance from the screen and they were instructed to click the left or right button of a mouse to indicate the direction of the central arrow while keeping their gaze on the central fixation. They were also informed that whenever a spatial cue was presented above or below the fixation cross, the arrow array would always appear at that location. Each trial presented one of the 12 possible combinations of flanker types (congruent, incongruent, and neutral) and warning types (no cue, central cue, double cue and spatial cue). As with the original task of [PERSON] et al. (2002), participants carried out a total of 192 trials, divided into 4 blocks of 48 trials. Before the experimental blocks, participants completed a practice block of 24 trials during which response feedback was provided by the computer. The experimenter was also present during the practice block to ensure that participants fully understood the task. No feedback was provided in the experimental trials.  
Participants carried out the Whack-a-Mole task on the same computer. They were instructed to press the space bar as quickly as possible to smash the mole that appeared in the garden but refrain from any response when an eggplant appeared instead. The mole and the eggplant could appear in different disguises making perceptual discrimination more difficult. Participants completed a total of 220 trials, divided in 4 blocks. From these, 165 were Go trials that presented the mole and 55 were No-Go trials presenting the eggplant. The number of Go trials that preceded a No-Go trial was also varied so that about 82% of No-Go trials were preceded by 1, 3, or 5 Go trials, in equal probability across the 3 types. Foils in which a No-Go trial was preceded by 2 or 4 Go trials (about 18% of No-Go trials) were included to prevent participants from inferring the pattern. Participants were instructed to respond as fast as possible to targets but without sacrificing accuracy for speed. Response feedback was provided for each trial throughout the task.  
Once participants completed the ANT or the Whack-a-Mole task, depending which one was administered first, they filled out the ACS and the ASRS questionnaires. Both questionnaires were completed anonymously and the participant number was used to associate the data with those from the other tasks.  
Finally, participants were guided to a different room in the laboratory where they carried out the VR Goalkeeper task. For this task, they put on an Oculus Rift S VR HMD that immersed them into the soccer pitch. The Oculus Controllers were used to enable arm movement towards the balls. Each participant carried out the task for 2 min that entailed blocking the target balls with the hands (Go trials) and refraining from responding to all other types of balls (No-Go trials). The assignment of a ball type as the target amongst the 4 types possible was counterbalanced across participants. About 60 balls were shot within the 2 min time, 48 of which (80%) were Go and the 12 (12%) were No-Go. Before the actual task, participants performed a 1 min practice with only one target ball to familiarize themselves with the task.