Evidence for the advantages of assessing action video game proficiency in addition to gaming experience

被引:0
|
作者
Howard, James [1 ]
Bowden, Vanessa K. [1 ]
Wee, Serena [1 ]
Visser, Troy A. W. [1 ]
机构
[1] Univ Western Australia, Sch Psychol Sci, 35 Stirling Highway, Perth, WA 6009, Australia
来源
SCIENTIFIC REPORTS | 2024年 / 14卷 / 01期
关键词
Action video games; Driving; Proficiency; Skill transfer; ATTENTIONAL CONTROL; DRIVERS; EFFICIENCY; IMPACT; SKILLS; LEARN; MODEL;
D O I
10.1038/s41598-024-82270-5
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played). A potential problem with this approach is that AVG experience only partially indexes the cognitive skills developed via gaming, which are presumably the source of other task benefits. Thus, a focus on experience, instead of gaming proficiency (i.e., skill level), may account for inconsistencies in existing literature. We investigated whether AVG experience or proficiency best predicts performance in simulated driving. We hypothesised that proficiency would better predict driving performance (speed control, lane maintenance, spare cognitive capacity) than experience. One-hundred-and-sixteen participants drove in a simulator and played an AVG (Quake III Arena). Proficiency predicted all aspects of driving performance, while experience only predicted lane maintenance. These findings highlight the benefits of measuring AVG proficiency, with implications for the video games literature, driving safety and the transfer of skill-based learning.
引用
收藏
页数:9
相关论文
共 50 条
  • [21] Neural correlates of action video game experience in a visuospatial working memory task
    Hazarika, Jupitara
    Dasgupta, Rajdeep
    NEURAL COMPUTING & APPLICATIONS, 2020, 32 (08): : 3431 - 3440
  • [22] Neural correlates of action video game experience in a visuospatial working memory task
    Jupitara Hazarika
    Rajdeep Dasgupta
    Neural Computing and Applications, 2020, 32 : 3431 - 3440
  • [23] Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies
    Lopez-Fernandez, O.
    Kuss, D.
    Pontes, H.
    Griffiths, M.
    EUROPEAN PSYCHIATRY, 2016, 33 : S306 - S306
  • [24] The FUNii Database: A Physiological, Behavioral, Demographic and Subjective Video Game Database for Affective Gaming and Player Experience Research
    Beaudoin-Gagnon, Nicolas
    Fortin-Cote, Alexis
    Chamberland, Cindy
    Lefebvre, Ludovic
    Bergeron-Boucher, Jeremy
    Campeau-Lecours, Alexandre
    Tremblay, Sebastien
    Jackson, Philip L.
    2019 8TH INTERNATIONAL CONFERENCE ON AFFECTIVE COMPUTING AND INTELLIGENT INTERACTION (ACII), 2019,
  • [25] Action Video Gaming Experience Related to Altered Resting-State EEG Temporal and Spatial Complexity
    Cui, Ruifang
    Jiang, Jinliang
    Zeng, Lu
    Jiang, Lijun
    Xia, Zeling
    Dong, Li
    Gong, Diankun
    Yan, Guojian
    Ma, Weiyi
    Yao, Dezhong
    FRONTIERS IN HUMAN NEUROSCIENCE, 2021, 15
  • [26] DID I DO THAT: THE ASSOCIATION BETWEEN ACTION VIDEO GAMING EXPERIENCE AND FEEDBACK PROCESSING IN A GAMBLING TASK
    Bailey, Kira
    West, Robert
    PSYCHOPHYSIOLOGY, 2014, 51 : S20 - S20
  • [27] Did I do that? The association between action video gaming experience and feedback processing in a gambling task
    Bailey, Kira
    West, Robert
    COMPUTERS IN HUMAN BEHAVIOR, 2017, 69 : 226 - 234
  • [28] Technology consumption and cognitive control: Contrasting action video game experience with media multitasking
    Cardoso-Leite, Pedro
    Kludt, Rachel
    Vignola, Gianluca
    Ma, Wei Ji
    Green, C. Shawn
    Bavelier, Daphne
    ATTENTION PERCEPTION & PSYCHOPHYSICS, 2016, 78 (01) : 218 - 241
  • [29] Examining the Relationship Between Action Video Game Experience and Performance in a Distracted Driving Task
    Michael A. Rupp
    Daniel S. McConnell
    Janan A. Smither
    Current Psychology, 2016, 35 : 527 - 539
  • [30] Technology consumption and cognitive control: Contrasting action video game experience with media multitasking
    Pedro Cardoso-Leite
    Rachel Kludt
    Gianluca Vignola
    Wei Ji Ma
    C. Shawn Green
    Daphne Bavelier
    Attention, Perception, & Psychophysics, 2016, 78 : 218 - 241