JGVW 7 (1) pp. 21–40 Intellect Limited 2015 Journal of Gaming & Virtual Worlds Volume 7 Number 1 © 2015 Intellect Ltd Article. English language. doi: 10.1386/jgvw.7.1.21_1 Suzanne de Castell University of Ontario Institute of Technology HECTOR LARIOS Simon Fraser University’s School of Interactive Arts + Technology JENNIFER JENSON York University David Harris Smith McMaster University The role of video game experience in spatial learning and memory Abstract Keywords Video game playing has been associated with improvements in cognitive abilities that predict success in STEM fields, and therefore understanding this relationship is important. In two experiments, we used a virtual Morris Water Maze (VMWM) with and without proximal cues to measure spatial learning as a total of 82 video game experts and novices completed a search task across several trials. We measured the participants’ path lengths and tested their mental rotation abilities. The results showed that proximal cues improved overall performance. With no visible cues, experts exhibited better performance than novices when their memory for the general location of the platform was probed. With visible cues, video game experts travelled shorter path lengths than novices to the exact location of the hidden platform. Mental rotation ability correlated with overall maze performance only when no cues were visible, and only novices’ scores correlated with path length in this condition. video games expertise STEM education virtual Morris water maze spatial learning mental rotation 21 Suzanne de Castell | Hector Larios … These studies showed that the VMWM is a useful paradigm in examining how past video game experience influences human spatial cognition. 1. Introduction In 2013, the video game industry contributed CAN $2.3 billion to Canada’s GDP and 58 per cent of Canadians were reported as ‘gamers’ (Entertainment Software Association of Canada (ESAC) 2013: 5–15). Gartner estimated that the global video game market would total US $93 billion in 2013 (Gartner 2013). These statistics are an indication that video game playing has become prevalent worldwide, raising questions about its effect on cognition, particularly on factors such as spatial abilities, which are thought to be associated with the educational (and therefore vocational) development of adolescents. Given the large variety of psychometric tests, there has been little agreement among researchers on a precise definition of spatial abilities (see Voyer et al. 1995: 251). In this article, we broadly defined spatial ability as the capacity to formulate, retain and manipulate a mental representation of non-linguistic visual images through space (Voyer et al. 1995: 250; Wai et al. 2009: 817). One of the most investigated spatial abilities is mental rotation, which refers to the ability to visualize and mentally rotate quickly and accurately abstract three-dimensional figures (Voyer et al. 1995: 250). It is theorized that we rely on this ability to solve mathematical tasks (De Lisi and Wolford 2002: 273). Delgado and Prieto (2004: 29–30), for instance, found that mental rotation was a predictor for geometry and word problem solving. Similarly, Geary et al. (2000: 349) found a relationship between scores on mental rotation tests and arithmetical reasoning. It stands to reason that if improvements in spatial abilities lead to direct improvements in one’s educational and vocational success, then the value of investigating the relationship between video games and spatial abilities is evident. As early as 1957, Super and Bachrach conducted a review of the research on the characteristics of individuals who pursue careers in the fields of Science, Technology, Engineering and Mathematics (STEM). They identified various psychological, cultural and socio-economic factors characteristic of those who pursue vocations in STEM fields. As they stated, this topic is important for the following reasons: 1. the adequate ‘identification, selection, and encouragement of potential scientists, and engineers’; 2. the development of ‘research and theory in vocational development and occupational choice’; 3. theory testing of ‘individual differences and of personality theory’ as gleaned from work and occupation data. (Super and Bachrach 1957) In their report, Super and Bachrach (1957: 12) called for research into ‘personal and environmental’ factors that contribute to vocational development in STEM fields. One such factor is the ability to mentally visualize and process spatial information. As Wai et al. (2009: 817) point out, however, in the five decades since Super and Bachrach’s (1957) report, ‘relatively little implementation of spatial ability is found for selection, curriculum, and instruction in educational settings’, Methods of selection and training mainly rely on verbal and numerical abilities. Thus, to the extent that spatial abilities are predictive of educational and vocational success in STEM fields, developing the appropriate 22 The role of video game experience in spatial … assessment tools and educational interventions would be useful and beneficial (Humphreys et al. 1993: 258). Wai et al. (2009) investigated the extent to which studies consistently predicted a longitudinal relationship between spatial ability and educationvocational expertise and development in STEM domains. In one such study, 563 intellectually talented high school students were tracked over a 20-year period and biographical, educational, and occupational information were collected periodically (Shea et al. 2001). The results of this endeavour revealed that higher spatial ability predicted the likelihood of obtaining a degree and following a vocation in STEM fields. A similar pattern was revealed by the work of Webb et al. (2007), in which 1,060 intellectually talented high school students were analysed. The results showed that adolescents with high spatial ability scores were likely to pursue careers in STEM domains. These studies span a period starting from the early 1970s to the present. In a third project, conducted prior to the work of Shea et al. (2001) and Webb et al. (2007), four cohorts totalling 400,000 participants were followed for over a decade starting in early 1960 (Wise et al. 1979). Wai et al. (2009) analysed the studies cited, including those reported in Super and Bachrach’s (1957) report, to determine if the separate findings on spatial abilities and STEM career development mirrored one another. Together, the studies spanned a period of over 50 years. The results of their analysis yielded the following key findings: • A dolescents with high levels of spatial abilities tended to choose educational and occupational fields in STEM domains. • The relationship between spatial ability and professional development in STEM careers was strong not only for intellectually talented individuals but also the general population of adolescents. • Restrictive selection criteria, which do not include spatial abilities, tend to miss talented individuals. (Wai et al. 2009: 827) Together, the evidence shows a close relationship between spatial abilities and educational-vocational development. Yet little effort has been expended in developing the tools necessary to identify, select, and train individuals in these important abilities. In the present studies, we aimed to determine the extent to which video games influence mental rotation abilities and to assess ways of testing and training spatial learning and memory using virtual environments, as well as to suggest possible design considerations for training spatial abilities through video game play. Video games and spatial abilities A number of studies have demonstrated that video game playing is associated with improvements on a host of perceptual and cognitive processes (e.g. Green and Bavelier 2003; Feng et al. 2007; Boot et al. 2008). Green and Bavelier (2003: 535) found that video game players exhibited ‘enhanced attentional capacity’, and ‘enhanced allocation of spatial attention’. Additionally, they showed that visuo-attentional capacity was also enhanced after training inexperienced participants with an action video game (Green and Bavelier 2007: 6). Feng et al. (2007: 852) found that playing 10 hours of action games improved scores in mental rotation. Similar results were obtained by Boot et al. (2008), who in addition to improvements in mental rotation ability also found that playing video games improved other abilities such as executive control, 23 Suzanne de Castell | Hector Larios … 1. The attentional blink task is a measure of the breadth of visual attention (Green and Bavelier 2003: 535). 2. The flanker effect is measure of attentional capacity (Green and Bavelier 2003: 534). 3. Multiple object tracking is used to measure attentional resources by testing the ability of the participant to track multiple moving targets amidst a field of distracting moving items (Green et al. 2007: 3). 4. The Ravens Advanced Matrices test is a measure of general intelligence in which a participant is asked to complete the missing pieces to complete a pattern (Boot et al. 2008: 391). 24 planning, visual attention and spatial processing. Although further work is required to understand the underlying factors and mechanisms that lead to such improvements, the accumulated evidence supports the notion that playing video games can lead to changes in perceptual and cognitive abilities. In the two studies reported in this article, we examined the extent to which experts and novices differed in the mental rotation task. We hypothesized that video game experts would score significantly higher than novices on mental rotation tests. We also tested video game experts’ and novices’ spatial learning and memory in a virtual Morris Water Maze (VMWM), which is described in the following section. Given that past research has shown that mental rotation is necessary to visualize and manipulate the geometrical properties of the environment during navigation (Dabbs et al. 1998: 90), we examined whether scores in mental rotation were associated with performance in the VMWM task. We hypothesized that higher scores in the mental rotation test would be correlated with better performance in the VMWM task. Spatial learning in a VMWM Although past research has found a relationship between video game playing and spatial processes, researchers have relied on psychophysical tests like the attentional blink task,1 flanker effect task,2 multiple object tracking3 and ravens matrices.4 These tasks are relatively simple because it is necessary to isolate and control the variables under investigation, but they lack the graphical complexity (and realism) that players encounter in modern video game environments. We sought to test participants in a more authentic setting that could still be experimentally controlled. Investigating spatial learning and memory in humans is difficult because natural real-world settings can be experimentally unwieldy. In animal models of spatial learning and memory, researchers have relied on a number of methods that allow them to investigate spatial skills and abilities in a controlled but naturalistic setting. One such method is the Morris Water Maze (Morris 1984: 48; ‘MWM’). The MWM consists of a circular pool with a platform just beneath the water surface as shown in Figure 1. A subject (typically a rodent) is placed on the water and allowed to learn the location of the platform to escape the water. The subject’s ability to learn the location of the platform is a measure of the strength and accuracy of spatial learning and working memory (D’Hooge and De Deyn 2001: 65). Metrics like search latencies, path lengths and quadrant dwell times are measured to assess spatial performance across various trial types. As mentioned, the MWM paradigm has been mainly used to investigate non-human animal models of spatial learning. The use of this experimental technique with humans poses technical and logistical challenges. Therefore, to gain precise experimental control, virtual versions of the Morris Water Maze (VMWM) have been developed (Hamilton et al. 2002: 160). It is acknowledged that the lack of physical movement is a limitation when investigating navigation performance in virtual environments. Yet the dynamic graphical realism of virtual environments resembles some of the characteristics of real-world environments, including their spatial properties. Thus, it is assumed that the same spatial skills, abilities and strategies that we use in real-world navigation are employed during virtual environment navigation, and this makes VMWMs ideal for investigating spatial cognition in humans. We developed a VMWM within the Second Life (Linden Lab 2003) virtual world to assess spatial learning and memory. Much of the research conducted The role of video game experience in spatial … (Adapted from the Wikipedia Commons) Figure 1: Schematic of a Morris Water Maze. in Second Life deals with the social elements of the platform, but little research has been devoted to utilizing it as an experimental tool to investigate individual mental processes. Testing the utility of Second Life as an experimental platform, we focused our analysis on the length of the path travelled between the starting point and the platform by individual participants. In the spatial cognition literature concerning the VMWM, path length is considered an indication of search efficiency (Kallai et al. 2005: 1889). We hypothesized that video game experts would travel shorter path lengths than novices when searching for the target in the hidden platform trials. On the probe trial, the platform was inactive for twenty seconds, so longer path lengths on the platform quadrant during that twenty-second interval were an indication that the participant had learned the general location of the platform. Therefore, we hypothesized that video game experts would travel longer path lengths in the pool quadrant where the hidden target was located. Past research has also shown that the presence of visible prominent nongeometric distal5 cues affect human performance in the maze. For instance, Sandstrom et al. (1998) found that when distal cues were manipulated, search performance in a VMWM was disrupted in females but not males. Females seemed to be more dependent than males on a navigation strategy based on non-geometric distal cues. The exact reasons (e.g., evolutionary, biological and environmental) for these findings are unknown. We focused our research on the experiential factors (i.e., video game playing) associated with spatial learning, and as the effect of proximal cues on human navigation performance has not, as far we are aware, been systematically investigated with the VMWM paradigm, we conducted two separate experiments. In one experiment, the VMWM contained no proximal cues and we theorized that participants would rely mainly on distal (geometrical) cues to orient themselves. Therefore, we refer to this experiment as the Distal Cues experiment. In a second experiment, proximal cues were visible along the pool’s wall, and we refer to this experiment as the Proximal Cues experiment. Details of the design of the VMWM are described in the following sections. 5. Distal cues refers to information located in the outer periphery of the environment. Proximal cues are those elements that are in the zone proximate to the centre of the area. 25 Suzanne de Castell | Hector Larios … 2. Methods Participants We tested 82 participants from Simon Fraser University’s School of Interactive Arts and Technology in Surrey, British Columbia. A total of 45 participants (sixteen males and 29 females) completed the Distal Cues experiment; 22 participants were video game novices and 23 were experts. The average age was 21 years for experts and 22 years for novices. A total of 37 participants (sixteen male and 21 females) completed the Proximal Cues experiment. Eighteen participants were video game novices and nineteen were experts. The average age was 22 years for experts and 22 years for novices. For their participation, the participants received a $25 honorarium. Each experimental session lasted approximately one hour. Apparatus Participants viewed the stimulus on a 21.5” monitor at a distance of approximately 25 inches. The VMWM consisted of a circular pool with a 40 virtual-metre diameter, housed within a rectangular room measuring 60×60×17.5m. The pool was filled with virtual water to a depth of 20m and was bounded by a 1.5m high wall. Figure 2 shows an overhead screenshot of the main testing area. One version of the maze contained five proximal cues that were visible along the pool wall in an asymmetrical layout (Figure 3). The other version did not contain any proximal cues. We placed a circular pink-coloured platform on the water that was 1.5m in diameter and located at a distance of 7m from the pool wall. Figure 4 shows the platform when proximal cues were visible (left) and hidden (right). A practice area was created with an empty pool located inside a rectangular room similar in design and dimensions to the main testing area. We created a ‘control deck’ outside the pool room that allowed the experimenter to control the maze settings and allowed the participants to access different areas of the maze using ‘buttons’ on the wall (Figure 5). Figure 2: A Virtual Morris Water Maze (VMWM) in Second Life. 26 The role of video game experience in spatial … Figure 3: Proximal cues in the VMWM. Figure 4: A visible platform in the VMWM. Figure 5: Control Deck in the VMWM. 27 Suzanne de Castell | Hector Larios … While navigating in the pool, participants were able to see a small rat avatar, the surface of the water, the pool wall, the room walls and small portions of the sky. To avoid effects of ambient lighting, the sun was set to noon for all sessions. Search task At the start of each session, the experimenter read the study overview to participants and provided them with a consent form. The experimenter answered general questions and fully debriefed participants at the end of the experiment. He explained that the task was to play a game to find the location of a platform in the pool. Participants were to use the arrow keys to navigate but were instructed not to use the ‘back’ arrow, as in traditional MWM experiments animal subjects do not swim backwards. Testing proceeded with a series of trials adapted from Mueller et al. (2008: 212): practice, visible platform, hidden platform and probe (Table 1). After practice, the participants ‘teleported’ into one of the four randomly determined starting locations in the visible platform trials. Once a participant had found the platform, the avatar was held in place and a voice announced, ‘Congratulations. You have found the platform and escaped from the water’. Participants could look around for twenty seconds until a black screen Type Number of trials Description Practice 1 Visible platform 4 Hidden platform 10 Probe 1 The participants navigated an empty pool to familiarize themselves with the controls and the environment. The participants teleported into one of the four randomly determined starting locations (NSEW) and searched for the platform visible in one of the four quadrants. On subsequent trials, the starting location was random and the platform changed location around all four quadrants Participants began testing in a pseudo-randomly determined starting location and had three minutes to find the hidden platform, which was always located in the SE quadrant. If they failed to find it, the platform appeared and a voice said, ‘Time has expired. Please swim to the platform’ On the last trial, the platform was in the same location as in the previous trial but it was inactive for twenty seconds Table 1: Description of search trials in the VMWM. 28 The role of video game experience in spatial … appeared, and they were asked to click on this black screen to teleport to a new starting location and begin the next trial. At the end of the fourth visible platform trial, the participants teleported back to the control deck and after receiving further instructions, they teleported back into the pool to start the hidden platform trials. In the hidden platform trials, the participants could look around for as long as they wished once they found the platform. When they were ready to start the next trial, the participants pressed enter and a black screen appeared. They clicked on this black screen to teleport to a new starting location and initiate the next trial. In the last hidden trial, referred to as the ‘probe’ trial, the platform could not be activated for twenty seconds, even if the participant stepped on it. In traditional animal experiments, a well-trained subject spends most of their search time in the quadrant where the platform is located, and therefore performance in this trial is a measure of the strength and accuracy of spatial learning. In the present study, we measured the path length accrued in the platform quadrant during the twenty-second interval. Tests and questionnaires After the VMWM navigation task, participants completed Peters et al.’s (1995) redrawn Vandenberg and Kuse (1978) mental rotation test. In this 24-item test, participants are presented with a target figure and four stimulus figures. Two of the stimulus figures are rotated versions of the target figure. Participants need to find both figures and mark them with an X. Once participants completed the mental rotation test, they filled out a previously validated video game experience survey, kindly provided to us by Walter R. Boot from Florida State University (personal correspondence). Measures We recorded the x and y positions of the avatar during navigation and calculated the path length travelled between the starting location and the platform on the visible platform and hidden platform trials. In the probe trial, we calculated the length of the path travelled on the platform quadrant within the twenty-second interval in which the platform had been deactivated. To measure expertise, participants completed a survey and stated the number of hours per week spent in the past year playing video games, console, arcade, online and smartphone/handheld video games. To establish levels of expertise, participants whose total game-playing times were less than the sample’s median were considered novices and participants whose total game-playing times were equal to or higher than the sample’s median were considered experts. Data analysis To examine the differences in path length between video game experts and novices in the hidden platform trials, we used a two-way mixed ANOVA with trial as the within-subject variable and expertise as the between-subject variable. Separate ANOVAs were used for the visible platform and hidden platform trials. Effect sizes are reported with Pearson’s correlation coefficient, r. Differences in scores of mental rotation and in dwell time during the probe trials were tested with independent samples t-tests or non-parametric equivalent where assumptions of normality were violated. Correlations between spatial abilities and path lengths were tested with Pearson’s r or Kendall’s τ non-parametric correlations. 29 Suzanne de Castell | Hector Larios … As per Newhouse et al. (2007), the path length data represents the distance travelled to the platform, including distance travelled after the time expired. Note that the data from the first hidden trial was excluded from the analysis as participants had not yet seen the location of the platform and thus their performance was based on chance. However, the first trial is included in the graphs. 3. Results Distal Cues experiment vs Proximal Cues experiment We analysed overall performance in both experiments. In the visible platform trials (Figure 6), the Distal Cues experimental group (M=18.8, SD=3.85) travelled a shorter path length than the Proximal Cues group (M=19.9, SD=3.56), but, as expected, this difference was statistically non-significant F(1, 80)=1.68, p>0.05, r=0.14. Figure 7 shows the average path length travelled across the ten hidden platform trials in the Distal Cues (green) and Proximal Cues (blue) studies. Participants in the Distal Cues experiment (M=163.0, SD=95.70) travelled a longer path length than participants in the Proximal Cues experiment (M=43.0, SD=20.58). The difference was statistically significant F(1, 80)=56.13, p<0.01, r=0.64. In the probe trial, participants in the Distal Cues experiment (Mdn=16.63, SD=8.50) accrued a shorter path length on the platform quadrant than participants in the Proximal Cues experiment (Mdn=31.48, SD=8.50), and this difference was statistically significant U=263.00, z=−5.31, p=0.000, r=−0.59. Figure 6: Average path length on the four visible trials in the Distal Cues and Proximal Cues experiments. 30 The role of video game experience in spatial … Figure 7: The average path length across the ten hidden platform trials. Distal Cues experiment On the visible trials of the Distal Cues experiment, there was no significant main effect of expertise F(1, 43)=<1, p>0.05, r=0.12; no significant main effect of trial F(3, 129)=2.32, p>0.05; and no significant interaction effect of trial and expertise F(3, 129)=2.06, p>0.05. Figure 8 illustrates video game novices’ and experts’ mean path length travelled across the ten hidden platform trials. The results showed that experts (M=151.2, SD=88.98) did not significantly differ on average path length from novices (M=175.8, SD=102.81) F(1, 43)=<1, p>0.05, r=0.13. There was a significant main effect of trial F(5.49, 236.21)=2.88, p=0.01; and no significant interaction effect of trial and expertise F(5.49, 236.21)<1, p>0.05. In the probe trial, experts (M=20.1, SD=12.63) travelled a greater path length than novices (M=11.57, SD=12.60) and the difference was statistically significant t(43)=−2.26, p=0.01, r=0.33. Proximal Cues experiment In the Proximal Cues experiment, the analysis of the visible platform trials yielded no significant main effect of video game expertise F(1, 35)=2.30, p>0.05, r=0.25; no significant main effect of trial F(2.67, 93.33)=1.11, p>0.05; and no significant interaction effect of expertise and trial F(2.67, 93.33)=1.98, p>0.05. On the hidden platform trials (Figure 9), the results showed that experts (M=35.8, SD=8.15) and novices (M=50.7, SD=26.57) differed significantly on path length F(1, 35)=5.43, p<0.05, r=0.37. There was no significant main effect 31 Suzanne de Castell | Hector Larios … Figure 8: Average path length travelled by experts and novices on the ten hidden platform trials of the Distal Cues experiment. Figure 9: Average path length travelled by experts and novices on the ten hidden trials of the Proximal Cues experiment. 32 The role of video game experience in spatial … of trial F(4.12, 144.34)=1.75, p>0.05; and no significant interaction effect of expertise and trial F(4.12, 144.34)<1, 0.05. In the probe trial, experts (M=31.1, SD=9.24) and novices (M=31.9, SD=7.89) did not differ significantly in the path length travelled on the platform quadrant t(35)=0.28, p>0.05, r=0.05. Spatial abilities Mental rotation in the Distal Cues experiment The results showed that video game experts (M=12.9, SD=5.66) significantly differed from novices (M=9.4, SD=4.67) in scores of mental rotation t(43)=−2.29, p=0.01, r=0.33. Table 2 shows the results of the correlations between participants’ scores on mental rotation and mean path length in the hidden platform trials. As shown, the results of the correlation analysis only yielded a statistically significant negative correlation between overall mental rotation scores and path length, τ=−0.18, p<0.05. There was a positive correlation between quadrant path length in the probe trial and mental rotation, τ=0.29, p<0.01. The correlation analysis results (Table 3) yielded a positive correlation between novices’ quadrant path length and mental rotation, r=0.42, p<0.05. Mental rotation in the Proximal Cues experiment We tested the differences in mental rotation between video game experts and novices. In the Proximal Cues experiment, the difference between video game novices (M=9.9, SD=5.31) and experts (M=13.8, SD=5.47) was significant t(35)=−2.23, p<0.05, r=0.35. As shown in Table 4, no significant correlations between mental rotation and path length on the hidden platform trials were found. In the probe trial, there was no statistically significant correlation between quadrant path length and mental rotation, τ=0.03, p>0.05. We found no other statistically significant correlations (Table 5). Group Kendall’s τ Overall −0.181 Experts −0.16 Novices −0.21 p<0.05 [1] Table 2: Correlation between mental rotation test scores and mean path length in hidden platform trials of the Distal Cues experiment. Group Pearson’s r Experts 0.23 Novices 0.42[1] p<0.05 [1] Table 3: Correlation between quadrant path length in the probe trial and mental rotation in the Distal Cues experiment. 33 Suzanne de Castell | Hector Larios … Group Kendall’s τ Overall −0.07 Experts 0.01 Novices 0.05 Table 4: Correlation between mental rotation test scores and mean path length on the hidden platform trials in the Proximal Cues experiment. Group Pearson’s τ Experts −0.02 Novices 0.25 Table 5: Correlation between quadrant path length in the probe trial and mental rotation in the Proximal Cues experiment. 4. Discussion In the present studies, we aimed to examine relationships among video game experience, spatial learning and spatial abilities. The results revealed a complex relationship that was partly dependent on the environmental cues available in the distal and proximal areas of the VMWM. As expected, participants did not differ on performance when the platform was clearly visible, which indicates that they understood the task, were motivated and able to complete it; and were not adversely affected by the digital nature of the virtual environment (Livingston and Skelton 2007: 24). Not surprisingly, the presence or absence of cues in the visible platform trials did not affect performance, as participants in both experiments travelled similar path lengths to the visible platform and the differences between both sample populations were not statistically significant. The presence of prominent (non-geometric) proximal cues facilitated learning the location of the platform on the hidden platform and probe trials. This result suggests that participants in each experiment formed distinct representations of the environment based on the type of cues available as navigation aids. This finding is in line with results obtained by Eichenbaum et al. (1990: 3535), who found that prominent distal cues affected maze performance in rodents. The significant improvement in search performance obtained by participants in the present experiment when prominent cues were visible is further indication that the relationship between spatial cognition and 3D virtual environments depends in part on the specific graphical elements that make up the virtual environment. On a practical level, the findings provide more evidence that attempts at using video games to formally assess and improve spatial abilities need to take into account how these graphical elements interact with spatial cognition. Video game experts travelled significantly shorter paths than novices in the hidden platform trials when proximal cues were visible. Yet the differences became non-significant when we analysed the path length travelled on the platform quadrant during the probe trial. This result shows that the differences in spatial learning and memory between novices and experts were essentially eliminated with the addition of proximal cues. Interestingly, we obtained the opposite results in the Distal Cues experiment. That is, the differences between experts and novices were non-significant in the hidden 34 The role of video game experience in spatial … platform trials but significant in the probe trial. It should be noted that, in the hidden platform trials, we measured the participants’ ability to actually find the platform, which requires a high level of spatial accuracy to step on the target. In the probe trial, we measured the path length accrued on the platform quadrant, which is a measure of spatial awareness. The finding that experts had a longer path length than novices on the probe trial suggests that A) experts had more confidence in their knowledge of the platform location and therefore spent more time in the right quadrant than novices; B) experts employed a navigational strategy that allowed them to cover more distance in the platform quadrant than novices; or C) both A and B contributed to experts’ higher performance as compared to novices. Combined, the findings from the Proximal Cues and Distal Cues experiments are important because they illustrate that different types of graphical elements contribute to spatial learning and memory in different ways. As such, designers of games that aim to improve spatial cognition should carefully consider how they employ environmental cues. While researchers have found that action video games improve mental rotation (Feng et al. 2007; Boot et al. 2008), the precise factors that mediate this improvement have not been identified. We hypothesized that video game experts would perform better than novices in test of mental rotation abilities, and we found support for this hypothesis in both studies. When we analysed the correlation between mental rotation and maze performance, we found an overall significant correlation between mental rotation and path length in the hidden platform trials of the Distal Cues experiment but not in the Proximal Cues experiment. Given that participants did not have proximal cues available as navigation aids, it is likely that they relied on the geometrical layout of the maze environment. This finding provides tentative evidence for the notion that mental rotation is a spatial ability associated with the processing of allocentric (i.e. distal and geometric) information (e.g. Dabbs et al. 1998) but not proximal cues (e.g., local landmarks). That is, specific elements of the environment’s design have different effects on spatial learning and associated abilities. So, if we are to design digital interventions to assess and improve the skills and abilities associated with STEM fields, then a targeted approach is necessary. Such a targeted approach would need to take into account how specific elements of the game’s environment are affecting spatial perception and cognition. This can be rather difficult because even relatively ‘simple’ video games are visually complex and dynamic. For instance, one of the mini-games found in Nintendo’s Big Brain Academy: Wii Degree (Nintendo 2007) for the Wii video game system was modelled after the mental rotation task in which a target 3D figure is compared with four stimulus figures. The four stimulus figures are similar to the target figure but only one of them is identical to it. The stimulus figures appear to be rotated about the vertical axis in relation to the target figure, and the task is to identify which of the four stimulus figures is the same as the target figure. The idea behind the Nintendo mini-game is that playing it repeatedly will lead to improvements in the cognitive abilities associated with analysing and solving spatial visualization problems. There are some clear differences, however, between the Nintendo video game and the mental rotation test upon which it is based. Moreover, in the Nintendo mini-game, the designers added colour to the geometrical blocks, making them somewhat distinct from one another and giving them more landmark-like qualities. In traditional mental rotation tests, the figures are simply black and white sketches because the aim is to test the participant’s ability to mentally manipulate only 35 Suzanne de Castell | Hector Larios … geometrical information, and the addition of extraneous information such as colour may alter how the figures are perceptually and cognitively processed. Moreover, in the Nintendo game the stimulus figures continually rotate about the vertical axis. Yet, in the traditional paper-based mental rotation test, the figures are static, and it is up to the participant to rotate them in their own mind. On the surface, these differences between the mental rotation test and the Nintendo mini-game may seem trivial, but they may have a large effect in the skills and abilities required to complete the tasks. As the results of the present experiment showed, the addition of a few prominent proximal cues resulted in significantly different performance in the two experiments. As well, the significant correlation between mental rotation and path length in the Distal Cues experiment suggests that different cognitive strategies were employed on each condition. More graphically advanced games like World of Warcraft (2004) or Medal of Honor (2010), which require players to traverse spatially and visually complex 3D environments, may indeed improve spatial cognition. However, if we are to use these types of games in formal assessment and training of cognitive abilities, then it is important to understand how specific elements of the environment precisely interact with perceptual and cognitive abilities, and to keep in mind that commercial and educational aims may not align. Design elements that compensate for weak spatial abilities and thereby support the widest range of players make good business sense, for example, whereas designs that require and selectively support the identification and remediation of weak spatial abilities make good educational sense. While there was a general correlation between mental rotation and maze performance in the Distal Cues experiment, we found a statistically significant correlation only between video game novices’ mental rotation scores and maze performance in the probe trial of the Distal Cues study. This result suggests that superior mental rotation abilities are associated with the ability to navigate an environment in which no proximal cues are available as navigation aids. If video games do indeed improve mental rotation, then learners with low spatial ability may find it particularly beneficial to engage in game playing. In fact, results obtained by Feng et al., (2007) showed that females, who usually score lower in tests of mental rotation (see Voyer et al. 1995) enjoyed more benefits from video game training than males. We plan to investigate this topic further in future studies. It is important to take into consideration several experimental limitations. First, the participants were recruited at the School of Interactive Arts and Technology and their high level of exposure to computer technology and STEM fields may minimize any differences that may exist as a consequence of past video game experience. Second, our assessment of video game expertise is based on the amount of time playing video games in the year prior to the study. In informal interviews, some students mentioned that they spent more time playing video games when they were younger. Thus, it is possible that a participant who engaged in high levels of video game playing in their primary and secondary school years decreased such activities once they entered university, by which time it may be that spatial abilities had already been improved by video game playing. The definition of video game expertise itself did not take into account the type of video games that the participants played. Notwithstanding, as the results showed, different types of environment elicited differences in performance. Given the variety of video game environments, it is likely that their effect on spatial cognition is not all the same, and therefore our operational definition of expertise is limiting in this 36 The role of video game experience in spatial … regard. Third, the path length variable in the hidden platform trials constituted the distance travelled between the starting location and the platform, regardless of whether or not the trial time had expired. Completing the task was challenging in the Distal Cues experiment, and on some trials, several participants failed to find the platform within three minutes. This means that the data in the Distal Cues experiment contained more path length segments accrued after the time ran out than in the Proximal Cues experiment. In future analysis, we recommend that these path data be limited to the distance travelled only within the time limit regardless of whether the participant finds the platform or not, or that distance travelled after the time expired be analysed differently than distance travelled within the time limit, since it is probably important to know whether the distance travelled resulted in success or not, even if more time was taken to get there. Lastly, participants represent a cohort of young students from a Canadian university and therefore we must be careful in generalizing to a wider population. The results of these studies indicate that the effects of the environmental cues available for navigation were partly dependent on the level of video game experience. Perhaps other features of the environment could have influenced performance as well. Although it is beyond the scope of this article to delve deeply into the subject, if we are to understand how precisely environmental cues affect different aspects of spatial cognition, then further investigation could help clarify how environmental features such as light, distal landmarks, colour, texture and so forth affect the efficacy and efficiency of spatial learning. Studies more nuanced in these respects could help us to more precisely isolate specific features that lead to improvements in the skills and abilities associated with success in STEM education. As discussed in the introduction, spatial abilities have been associated with the likelihood of obtaining a higher degree in a STEM fields (Wai et al. 2009). Yet as Voyer et al. (1995) point out, there are a large number of tests that measure a wide array of spatial processes. While the VMWM tests spatial learning and memory, we do not know if performance in the VMWM is directly associated with educational–vocational development in a STEM field. Future studies could examine whether this is the case and thus show the utility of using virtual environments such as video games and the VMWM for selection and training. Acknowledgements The authors would like to thank the following people for playing an important role in this project. We gratefully acknowledge the support of the Air Force Research Laboratory contract #FA8650-10-C-7009 who funded the initial research and development work on the Virtual Morris Water Maze, Dr. Walter R. Boot for providing the validated video game expertise questionnaire, and the GRANDNCE Research Network and the Social Sciences and Humanities Research Council of Canada, who funded this study. 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(2009), ‘Spatial ability for STEM domains: Aligning over 50 years of cumulative psychological knowledge solidifies its importance’, Journal of Educational Psychology, 101: 4, pp. 817–35. Webb, R. M., Lubinski, D. and Benbow, C. P. (2007), ‘Spatial ability: A neglected dimension in talent searches for intellectually precocious youth’, Journal of Educational Psychology, 99: 2, pp. 397–420. Wise, L. L., McLaughlin, D. H. and Steel, L. (1979), ‘The project TALENT data bank’, Palo Alto, CA: American Institutes for Research. Suggested citation de Castell, S., Larios, H., Jenson, J. and Smith, D. H. (2015), ‘The role of video game experience in spatial learning and memory’, Journal of Gaming & Virtual Worlds 7: 1, pp. 21–40, doi: 10.1386/jgvw.7.1.21_1 Contributor details Suzanne de Castell is Professor and Dean at the University of Ontario Institute Of Technology. Her topics of research include technology, educational game theory, design, and development. 39 Suzanne de Castell | Hector Larios … Contact: Faculty of Education, University of Ontario Institute of Technology, 11 Simcoe St. N., Oshawa, Ontario, Canada L1H 7L7. E-mail: [email protected] Hector Larios is a researcher in the School of Interactive Arts and Technology. His area of research is spatial cognition and 3D virtual worlds. Contact: School of Interactive Arts + Technology, 250-13450 102 Avenue, Surrey, Canada, BC V3T 0A3. E-mail: [email protected] Jennifer Jenson is Professor of Pedagogy and Technology in the Faculty of Education at York University. Her research interests include education, gender, gameplay and technology policy. Contact: York University, 4700 Keel St., Toronto, Ontario, Canada M3J1P3. E-mail: [email protected] David Harris Smith is Assistant Professor in the Department of Communication Studies and Multimedia at McMaster University and Director of Research for the macGRID Simulation Research Network. His research includes multidisciplinary practices in online virtual worlds, augmented reality and new media interaction. Contact: McMaster University, 1280 Main St W, Hamilton, Canada, ON L8S 4L8. E-mail: [email protected] Suzanne de Castell, Hector Larios, Jennifer Jenson and David Harris Smith have asserted their right under the Copyright, Designs and Patents Act, 1988, to be identified as the authors of this work in the format that was submitted to Intellect Ltd. 40
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