Title

Action Video Game Players And Vigilance Performance

Abstract

The current study used a video game-based vigilance task in which participants viewed a dynamic environment filled with objects and elements from a real-world environment. Participants were to detect improvised explosive devices (IEDs) during a "patrol route" through a generic Afghanistan village. There was motivation to compare performance measures between participants who play video games and those who do not due to rising popularity in video game culture and the ubiquitous market on serious games as training platforms. Analysis reveals that action video game players (AVGPs) show significant advantages over non-video game players (NVGPs) as it relates to vigilance performance (i.e. proportion of correct detections, response time, false alarms, etc.). Additionally, workload analysis indicated AVGPs do find certain facets of the task to be demanding (Physical and Mental demand) but overall, AVGPs rate the task lower than NVGPs in terms of total or global perceived workload. Copyright 2013 by Human Factors and Ergonomics Society, Inc.

Publication Date

12-13-2013

Publication Title

Proceedings of the Human Factors and Ergonomics Society

Number of Pages

1450-1454

Document Type

Article; Proceedings Paper

Personal Identifier

scopus

DOI Link

https://doi.org/10.1177/1541931213571324

Socpus ID

84889766971 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/84889766971

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