Post-spatial disorientation letter cancellation test performance after video game exposure

Date

2012-08

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Abstract

While spatial disorientation (SD) may cause anywhere from 25% to 33% of all aircraft mishaps, the limited availability of training programs and devices to combat SD is often a problem that arises due to their complexity and cost. As a result, finding alternative means of providing similar training could be of great benefit. Literature shows the powerful influence of the visual system on vestibular sensations and thus orientation. In addition, the fact that spatial disorientation impairs cognitive function and that habituation is helpful in protecting against spatial disorientation has been established. However, habituation gained from flying may be lost after a brief period away from flight, thus a different method of obtaining habituation is desirable. The goal of this research study was to evaluate the effects of video game experience on performance in a letter cancellation test after spatial disorientation. To determine these effects, experienced and inexperienced game players were assigned to either game playing or observing conditions. All subjects took a letter cancellation test at rest and after experiencing a coriolis illusion before and after five days of video game exposure. Test scores and time to completion served as performance measurements. Although the data was not significant and failed normality and variance homogeneity requirements, results revealed time and score tradeoff trends that suggest video game exposure may have beneficial effects for post disorientation performance. Major findings included 1) that the disorienting stimulus had a lesser effect on the performance of subjects with gaming experience than on subjects who were inexperienced 2) inexperienced subjects benefited from game exposure more than experienced subjects 3) the magnitude of the effect of game exposure on players was less than it was for observers.

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Rights Availability

Unrestricted.

Keywords

Spatial ability, Video games, Cognitive impairment

Citation