## 4 Discussion
### Gaming Skills  
In contrast to previous studies, gaming skills did not significantly enhance task performance in the TMT-VR, challenging the assumption that gamers would inherently perform better in VR-based cognitive tasks. Although high-skilled gamers showed slight advantages in specific conditions--such as improved accuracy in certain interaction modes--these benefits were inconsistent across tasks and interaction modes. This suggests that the cognitive advantages conferred by gaming may be more context-dependent than previously thought, particularly in novel or complex VR environments. One possible explanation is that the benefits of gaming experience are task-specific; gamers may excel in scenarios that closely align with video game challenges, such as rapid target tracking or spatial navigation. When the tasks in the TMT-VR do not align with these skills, the manifestation of gaming-related benefits may be limited. Additionally, the absence of a performance boost could be linked to cognitive load and adaptability, as skilled gamers typically manage higher cognitive demands and adapt quickly to new challenges. However, if the VR tasks do not sufficiently challenge their abilities, the expected superiority may not emerge. Finally, individual differences among gamers, including cognitive style, learning speed, and previous VR exposure, may contribute to variability in performance outcomes, further complicating the relationship between gaming experience and VR task performance [26; 81].  
This study's findings contrast with earlier research that suggests gamers typically demonstrate superior performance in executive functions, such as working memory and task switching. In these studies, gamers often outperformed non-gamers in tasks requiring quick adaptation to changing rules or environments, likely due to their extensive experience with the fast-paced, dynamic nature of many video games. However, the findings of this study align with recent evidence indicating that the cognitive benefits of gaming experience may not extend uniformly to all types of cognitive tasks, especially those that are more complex, novel, or outside the typical scope of gaming activities [2].This suggests that the cognitive skills developed through gaming are specialized and may not generalize to other areas as effectively as previously assumed.  
In contrast to traditional gaming environments, Virtual Reality (VR) places unique sensory and perceptual demands on users. Operating within a fully immersive 3D space,users must engage distinct perceptual and motor skills, such as depth perception, spatial orientation, and proprioception. These skills are critical for navigating and interacting with VR environments and may not be as developed in gamers accustomed to conventional 2D interfaces. Consequently, the advantages typically held by experienced gamers in traditional settings may be diminished when transitioning to VR, as the required cognitive and motor proficiencies differ significantly [82].  
Overall, the results of this study suggest that performance in the TMT-VR is largely independent of prior gaming experience, making the tool accessible and effective for a broader range of users, including those with limited gaming or technological backgrounds. This finding is particularly encouraging as it implies that the TMT-VR can be used in diverse populations, such as older adults or individuals less familiar with technology, without compromising the validity of the assessment. The tool's usability across different demographic groups enhances its ecological validity, positioning the TMT-VR as a valuable instrument in neuropsychological assessments where the diverse cognitive abilities and backgrounds of users must be considered. These results underscore the importance of designing VR-based cognitive tools that are inclusive and not overly reliant on specific user experiences, ensuring broad applicability and effectiveness across various populations.