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The role of video game experience in spatial learning and memory

机译:电子游戏体验在空间学习和记忆中的作用

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Video game playing has been associated with improvements in cognitive abilities that predict success in STEM fields, and therefore understanding this relationship is important. In two experiments, we used a virtual Morris Water Maze (VMWM) with and without proximal cues to measure spatial learning as a total of 82 video game experts and novices completed a search task across several trials. We measured the participants' path lengths and tested their mental rotation abilities. The results showed that proximal cues improved overall performance. With no visible cues, experts exhibited better performance than novices when their memory for the general location of the platform was probed. With visible cues, video game experts travelled shorter path lengths than novices to the exact location of the hidden platform. Mental rotation ability correlated with overall maze performance only when no cues were visible, and only novices' scores correlated with path length in this condition. These studies showed that the VMWM is a useful paradigm in examining how past video game experience influences human spatial cognition.
机译:视频游戏玩法已与认知能力的提高相关联,这些能力预测了STEM领域的成功,因此了解这种关系非常重要。在两个实验中,我们使用了带有和不带有近端提示的虚拟莫里斯水迷宫(VMWM)来测量空间学习,共有82个视频游戏专家和新手完成了多个试验的搜索任务。我们测量了参与者的路径长度,并测试了他们的心理旋转能力。结果表明,近端提示改善了整体性能。在没有可见线索的情况下,对平台总体位置的内存进行调查时,专家的表现要比新手好。借助可见的线索,视频游戏专家可以比新手更短的路径走到隐藏平台的确切位置。只有在没有提示的情况下,心理旋转能力才与总体迷宫性能相关联,在这种情况下,只有新手的得分与路径长度相关。这些研究表明,VMWM是检查过去的视频游戏体验如何影响人类空间认知的有用范例。

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