scholarly journals More than meets the eye: Investigating expert and novice differences in action video games

2010 ◽  
Vol 8 (6) ◽  
pp. 105-105
Author(s):  
C. F. Smith ◽  
Y.-F. D. Tsai ◽  
J. H. Wong ◽  
D. T. Brooks ◽  
M. S. Peterson
1994 ◽  
Vol 15 (1) ◽  
pp. 105-123 ◽  
Author(s):  
Patricia M. Greenfield ◽  
Patricia DeWinstanley ◽  
Heidi Kilpatrick ◽  
Daniel Kaye

2017 ◽  
Vol 7 (1) ◽  
Author(s):  
A. Antzaka ◽  
M. Lallier ◽  
S. Meyer ◽  
J. Diard ◽  
M. Carreiras ◽  
...  

i-Perception ◽  
10.1068/if665 ◽  
2012 ◽  
Vol 3 (9) ◽  
pp. 665-665
Author(s):  
Adam Oei ◽  
Michael Patterson

1995 ◽  
Vol 31 (Supplement) ◽  
pp. 516-517
Author(s):  
Takashi Kawai ◽  
Kageyu Noro

1995 ◽  
Vol 31 (Supplement) ◽  
pp. 518-519
Author(s):  
Takashi Kawai ◽  
Kageyu Noro

Emotion ◽  
2020 ◽  
Author(s):  
Swann Pichon ◽  
Benoit Bediou ◽  
Lia Antico ◽  
Rachael Jack ◽  
Oliver Garrod ◽  
...  

2020 ◽  
Vol 238 (12) ◽  
pp. 2769-2781
Author(s):  
Hanneke I. Van Mier ◽  
Hui Jiao

Abstract Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.


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