Neuropsychological assessment has undergone significant changes in response to criticisms of paper and pencil tests. These criticisms include practice effects and poor ecological validity and have prompted a need for transformative approaches. This urgency becomes more evident in the context of measuring stroke individuals' performance changes during neurorehabilitation programs, where practice improvements can confound treatment outcomes. Moreover, these traditional methods fail to capture the complexity of cognitive functioning, such as hemineglect. New technologies, such as immersive virtual reality have the potential to address these limitations. This thesis aims to contribute to enhancing the quality of neuropsychological assessment, and to bring new insights into understanding post-stroke cognitive impairment. Throughout this thesis, two novel serious games in immersive virtual environments were introduced. Each of these games was designed to assess distinct components of cognitive functioning. Additionally, this thesis investigated the feasibility, validity, and user experience for the two serious games. Finally, the advantages and limitations of our serious games, as well future perspectives are discussed.