Title
The Effect Of Video Game Play On Performance In A Vigilance Task
Abstract
Traditional vigilance research typically employs static stimuli presented in discrete trials within a highly structured laboratory setting with few similarities to operational environments. The current study employs a dynamic video game-based environment in which the vigilance task has crucial elements of real world detection tasks, in this case the detection of improvised explosive devices (IEDs). The novel platform for this vigilance task and its similarity to popular video games on the market motivated the current study to compare performance between video game players (VGPs), to non-video game players (NVGPs). The results indicate that, relative to NVGPs, VGPs achieved improved performance on the vigilance task, regardless of whether they received training using knowledge of results (KR). Copyright 2012 by Human Factors and Ergonomics Society, Inc. All rights reserved.
Publication Date
12-1-2012
Publication Title
Proceedings of the Human Factors and Ergonomics Society
Number of Pages
1544-1547
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1177/1071181312561307
Copyright Status
Unknown
Socpus ID
84873464308 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84873464308
STARS Citation
Schmidt, Tarah N.; Teo, Grace W.L.; Szalma, James L.; Hancock, Gabriella M.; and Hancock, Peter A., "The Effect Of Video Game Play On Performance In A Vigilance Task" (2012). Scopus Export 2010-2014. 3942.
https://stars.library.ucf.edu/scopus2010/3942