TY - GEN
T1 - Impact of visuospatial characteristics of video games on improvements in cognitive abilities
AU - Choi, Hee Sun
AU - Lane, Sharolyn A.
PY - 2013
Y1 - 2013
N2 - The current study aimed to understand the effects of playing video games on navigation skills, spatial cognitive abilities and speed of processing, and to examine the characteristics of games and training hours impacting video game training. Participants were assigned to one of four groups; First Person Shooter (FPS) game training group, Third Person Shooter (TPS) game training group, Control puzzle game training group, and control non-training group. Participants in training groups played the selected games for 30 hours in total. Performances in maze tasks, spatial attention, mental rotation and speed of processing were measured at four time points (pretraining, post-10 hours, 20 hours and 30 hours training) to investigate improvements over the time. The results showed the FPS game playing and not the TPS or puzzle game playing enhanced visual attention ability at both 20° and 30° eccentricity. This result indicates viewpoints of video game are important characteristics which may impact differently on cognitive ability. However, no significant improvement was found in navigation skills, suggesting playing FPS game may not improve dynamic and larger-scaled spatial abilities beyond spatial attention.
AB - The current study aimed to understand the effects of playing video games on navigation skills, spatial cognitive abilities and speed of processing, and to examine the characteristics of games and training hours impacting video game training. Participants were assigned to one of four groups; First Person Shooter (FPS) game training group, Third Person Shooter (TPS) game training group, Control puzzle game training group, and control non-training group. Participants in training groups played the selected games for 30 hours in total. Performances in maze tasks, spatial attention, mental rotation and speed of processing were measured at four time points (pretraining, post-10 hours, 20 hours and 30 hours training) to investigate improvements over the time. The results showed the FPS game playing and not the TPS or puzzle game playing enhanced visual attention ability at both 20° and 30° eccentricity. This result indicates viewpoints of video game are important characteristics which may impact differently on cognitive ability. However, no significant improvement was found in navigation skills, suggesting playing FPS game may not improve dynamic and larger-scaled spatial abilities beyond spatial attention.
UR - http://www.scopus.com/inward/record.url?scp=84889802870&partnerID=8YFLogxK
U2 - 10.1177/1541931213571387
DO - 10.1177/1541931213571387
M3 - Conference contribution
AN - SCOPUS:84889802870
SN - 9780945289432
T3 - Proceedings of the Human Factors and Ergonomics Society
SP - 1735
EP - 1739
BT - Proceedings of the Human Factors and Ergonomics Society Annual Meeting, HFES 2013
T2 - 57th Human Factors and Ergonomics Society Annual Meeting - 2013, HFES 2013
Y2 - 30 September 2013 through 4 October 2013
ER -