Video game experience predicts virtual, but not real navigation performance

  • Authors:
  • Anthony E. Richardson;Morgan E. Powers;Lauren G. Bousquet

  • Affiliations:
  • Department of Psychology, Saint Michael's College, Colchester, VT, USA;Department of Psychology, Saint Michael's College, Colchester, VT, USA;Department of Psychology, Saint Michael's College, Colchester, VT, USA

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2011

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Abstract

In recent years, studies have shown that video game experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game experience and spatial performance in virtual and real environments. Across two experiments, gaming experience was related to performance in desktop virtual environments; those with more video game experience were more accurate in pointing to nonvisible targets. In contrast, gaming experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, gaming experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game experience was included as a covariate.