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
  • [41] Action-Video-Game Experience Alters the Spatial Resolution of Vision (vol 18, 88, 2007)
    Green, C. S.
    Bavelier, D.
    PSYCHOLOGICAL SCIENCE, 2019, 30 (12) : 1790 - 1790
  • [42] Addressing the Association Between Action Video Game Playing Experience and Visual Search in Naturalistic Multisensory Scenes
    Hamzeloo, Mohammad
    Kvasova, Daria
    Soto-Faraco, Salvador
    MULTISENSORY RESEARCH, 2024, 37 (02) : 89 - 124
  • [43] Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players
    Pohlmann, Katharina Margareta Theresa
    O'Hare, Louise
    Dickinson, Patrick
    Parke, Adrian
    Focker, Julia
    JOURNAL OF COGNITIVE ENHANCEMENT, 2022, 6 (01) : 3 - 19
  • [44] Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players
    Katharina Margareta Theresa Pöhlmann
    Louise O’Hare
    Patrick Dickinson
    Adrian Parke
    Julia Föcker
    Journal of Cognitive Enhancement, 2022, 6 : 3 - 19
  • [45] Brain games: Extensive action video game experience enhances globally-directed visual-attention
    Wong, Nicole H. L.
    Ting, Travis C. M.
    Chang, Dorita H. F.
    PERCEPTION, 2016, 45 : 287 - 288
  • [46] Interaction Effects of Action Video Game Experience and Trait Anxiety on Brain Functions Measured via EEG Rhythm
    Dong, Li
    Zou, Qiunan
    Liu, Xiaobo
    Fan, Rui
    Wang, Lei
    Gong, Diankun
    Yao, Dezhong
    INTERNATIONAL JOURNAL OF PSYCHOPHYSIOLOGY, 2021, 168 : S230 - S230
  • [47] Are Gamers Better Crossers? An Examination of Action Video Game Experience and Dual Task Effects in a Simulated Street Crossing Task
    Gaspar, John G.
    Neider, Mark B.
    Crowell, James A.
    Lutz, Aubrey
    Kaczmarski, Henry
    Kramer, Arthur F.
    HUMAN FACTORS, 2014, 56 (03) : 443 - 452
  • [48] Action video game experience is associated with increased resting state functional connectivity in the caudate nucleus and decreased functional connectivity in the hippocampus
    Benady-Chorney, Jessica
    Aumont, Etienne
    Yau, Yvonne
    Zeighami, Yashar
    Bohbot, Veronique D.
    West, Greg L.
    COMPUTERS IN HUMAN BEHAVIOR, 2020, 106
  • [49] How do parents experience patching or dichoptic action video gaming as amblyopia treatment? A qualitative study exploring treatment preferences and information needs to facilitate decision-making
    Tan, Emily T. C.
    Kadhum, Aveen
    Telleman, Marieke A. J.
    Treur, Annemieke
    Bruijning, Janna
    Loudon, Sjoukje E.
    OPHTHALMIC AND PHYSIOLOGICAL OPTICS, 2023, 43 (04) : 649 - 659
  • [50] Don't Shoot the Messenger: Still No Evidence That Video-Game Experience Is Related to Cognitive Abilities-A Reply to Green et al. (2017)
    Redick, Thomas S.
    Unsworth, Nash
    Kane, Michael J.
    Hambrick, David Z.
    PSYCHOLOGICAL SCIENCE, 2017, 28 (05) : 683 - 686