## 1 Introduction
### Executive Functions and the Role of Gaming Skills  
Executive functions encompass fundamental processes such as mental set shifting, information updating, and monitoring, as well as inhibitory control [22], which form the basis for higher-order cognitive abilities like reasoning, problem-solving, decision-making, and planning. These functions are critical for goal-directed behavior and adaptability in complex, dynamic environments. In recent years, video gaming has emerged as a valuable tool in cognitive science, offering insights into the mechanisms underlying executive and cognitive functions. Action video games (AVGs), including first-person (FPS) and third-person shooter games, have been shown to enhance attentional control, visuospatial processing, and cognitive flexibility--skills that are essential for both everyday functioning and performance on neuropsychological assessments [23].  
Empirical research has consistently demonstrated that AVG players exhibit superior mental rotation abilities, faster task switching, and enhanced working memory compared to non-gamers [24; 25]. For example, AVG gamers outperform non-gamers on the traditional Trail Making Test (TMT), particularly in terms of task completion times, indicating heightened attentional control, psychomotor speed, and error inhibition [15; 26]. Moreover, studies comparing gamers who engage in different types of video games have found that those who play action games achieve faster visual scanning scores on TMT-A compared to puzzle game players, though no significant differences are observed on TMT-B, suggesting that the influence of gaming on mental flexibility may be limited [27].  
Despite these positive associations, the literature presents a nuanced view of the impact of video gaming on cognitive performance. While some studies suggest that video games enhance visual and selective attention and promote efficient spatial learning strategies, others indicate that gaming may lead to fragmented attention and increased decision-making errors, particularly in tasks requiring suppression of unwanted responses [28]. This dichotomy suggests that while gaming may enhance certain aspects of executive function, such as working memory and attentional load, it may simultaneously impair others, such as inhibitory control.  
Furthermore, there is evidence to suggest that video gamers may behave differently in virtual reality (VR) environments compared to non-gamers, likely due to their lower emotional involvement and greater familiarity with immersive technologies [29]. This behavioral difference underscores the importance of considering individual differences in technology proficiency and gaming experience when assessing cognitive performance in VR.  
It is important to note that while gaming skills may influence performance on VR-based assessments, this effect has predominantly been observed in controller-based interactions. However, when employing more naturalistic and ergonomic interaction methods, such as eye tracking or head movement, the impact of gaming proficiency on performance appears to be diminished, allowing gamers and non-gamers to perform on par with one another [11]. This finding is particularly relevant for the development of VR-based cognitive assessments, as it suggests that these tools can be designed to be accessible and effective for a broad population, regardless of prior gaming experience.