Gaming Experience and Spatial Learning in a Virtual Morris Water Maze
DOI:
https://doi.org/10.4101/jvwr.v8i1.7124Keywords:
video games, gaming experience, virtual worlds, sex differences, spatial abilities, navigation strategiesAbstract
Experience playing video games has been associated with perceptual and cognitive improvements (e.g., Castel, Pratt, & Drummond, 2005; Boot, Kramer, Simons, Fabiani, & Gratton, 2008; Colzato, van den Wildenberg, & Hommel, 2013; Oei & Patterson, 2013) For instance, video gamers show superior spatial abilities than non-gamers (Greenfield, Graig, & Lohr, 1994; Feng, Spence, and Pratt, 2007; Green & Bavelier, 2003). Given that such abilities have been associated with educational and vocational success in STEM fields (Wai, Lubinski, & Benbow, 2009), it is important to understand the relationship between them and video game experience. In past research, virtual versions of the Morris Water Maze (VMWM) have been used to investigate spatial learning in non-human subjects. Yet, the extent of VMWMDownloads
Published
2015-03-02
Issue
Section
Peer Reviewed Research Papers