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Updated: Jan 27, 2026

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
Published on: March 27, 2013
Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance
Antoine Coutrot1,2, Sophie Schmidt1, Lena Coutrot1,3
1Institute of Behavioural Neuroscience, Department of Experimental Psychology, Division of Psychology and Language Sciences, University College London, London, United Kingdom.
Abstract:
Virtual reality environments presented on tablets and smartphones have potential to aid the early diagnosis of conditions such as Alzheimer's dementia by quantifying impairments in navigation performance. However, it is unclear whether performance on mobile devices can predict navigation errors in the real world. We compared the performance of 49 participants (25 females, 18-35 years old) at wayfinding and path integration tasks designed in our mobile app 'Sea Hero Quest' with their performance at similar tasks in a real-world environment. We first performed this experiment in the streets of London (UK) and replicated it in Paris (France). In both cities, we found a significant correlation between virtual and real-world wayfinding performance and a male advantage in both environments, although smaller in the real world (Cohen's d in the game = 0.89, in the real world = 0.59). Results in London and Paris were highly similar, and controlling for familiarity with video games did not change the results. The strength of the correlation between real world and virtual environment increased with the difficulty of the virtual wayfinding task, indicating that Sea Hero Quest does not merely capture video gaming skills. The fact that the Sea Hero Quest wayfinding task has real-world ecological validity constitutes a step toward controllable, sensitive, safe, low-cost, and easy to administer digital cognitive assessment of navigation ability.
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