The Effects of Video Game Experience and Active Stereoscopy on Performance in Combat Identification Tasks

Authors

    Authors

    J. R. Keebler; F. Jentsch;D. Schuster

    Comments

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    Abbreviated Journal Title

    Hum. Factors

    Keywords

    combat identification; decision making; active stereoscopic displays; video game experience; learning and memory; training technologies; EXECUTIVE CONTROL; VIRTUAL-REALITY; RECOGNITION; ATTENTION; MEMORY; SKILLS; TRACKING; SCIENCE; PLAYERS; ABILITY; Behavioral Sciences; Engineering, Industrial; Ergonomics; Psychology, ; Applied; Psychology

    Abstract

    Objective We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Background Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Method Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. Results There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. Conclusion This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Application Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

    Journal Title

    Human Factors

    Volume

    56

    Issue/Number

    8

    Publication Date

    1-1-2014

    Document Type

    Article

    Language

    English

    First Page

    1482

    Last Page

    1496

    WOS Identifier

    WOS:000345232300010

    ISSN

    0018-7208

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