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性别、电子游戏与虚拟空间中的导航

Gender, videogames and navigation in virtual space.

作者信息

de Castell Suzanne, Larios Hector, Jenson Jennifer

机构信息

University of Ontario Institute of Technology, 11 Simcoe Street N., L1H 7L7 Oshawa, Ontario, Canada.

York University, 4700 Keele St., M3J 1P3 Toronto, Ontario, Canada.

出版信息

Acta Psychol (Amst). 2019 Aug;199:102895. doi: 10.1016/j.actpsy.2019.102895. Epub 2019 Aug 1.

Abstract

Spatial abilities associated with success in educational and occupational fields of Science, Technology, Engineering, and Mathematics (STEM) have been repeatedly shown to be gendered, with males demonstrating measurably better spatial abilities than females. Less is known about why this is, or about how experience with spatial systems (videogames, for example) affects these abilities. We conducted two experiments with 82 participants with varying degrees of videogame experience on measures of mental rotation, spatial learning, and spatial memory. Spatial learning and memory were tested in a Virtual Morris Water Maze. In the first experiment, the maze lacked proximal landmarks. Males proved faster and more accurate than females in learning the location of the hidden platform. As predicted males also outperformed females in mental rotation abilities. Mental rotation correlated with performance in the virtual maze, indicating that in the absence of proximal landmarks, participants relied on strategies requiring mental rotation. Experienced 3D videogame players did not demonstrate superior spatial learning and memory, but performed better than novices in mental rotation. In the second experiment, the maze had proximal cues, in the form of landmarks on the circumference of the virtual pool, and gender-based differences in navigational performance significantly diminished. Under these changed environmental conditions, mental rotation ability did not correlate with performance in the VMWM, suggesting that given proximal cues, the need for mental rotation diminishes. Differences between videogame novices and experts also decreased when proximal cues were provided. Females in particular obtained more discernible benefits from videogame experience. Together, these experiments reveal how the spatial abilities and strategies used to solve the Morris maze task vary with environmental design. Given the structural similarities between the virtual maze and videogame environments, these results offer insight into how spatial experience gained through videogame playing can affect aspects of spatial cognition, and can help identify design elements that contribute to their improvement.

摘要

与在科学、技术、工程和数学(STEM)教育及职业领域取得成功相关的空间能力已被反复证明存在性别差异,男性的空间能力在可测量方面比女性表现得更好。对于造成这种情况的原因,以及空间系统体验(例如电子游戏)如何影响这些能力,我们了解得较少。我们对82名具有不同程度电子游戏经验的参与者进行了两项实验,测试他们的心理旋转、空间学习和空间记忆能力。空间学习和记忆在虚拟莫里斯水迷宫中进行测试。在第一个实验中,迷宫缺少近端地标。结果表明,男性在学习隐藏平台位置方面比女性更快且更准确。正如预期的那样,男性在心理旋转能力方面也优于女性。心理旋转与虚拟迷宫中的表现相关,这表明在没有近端地标的情况下,参与者依赖需要心理旋转的策略。有经验的3D电子游戏玩家在空间学习和记忆方面并未表现出优势,但在心理旋转方面比新手表现更好。在第二个实验中,迷宫有近端线索,以虚拟水池周边的地标形式呈现,导航表现中的性别差异显著减小。在这些变化的环境条件下,心理旋转能力与虚拟莫里斯水迷宫中的表现不相关,这表明给定近端线索时,对心理旋转的需求会减少。当提供近端线索时,电子游戏新手和专家之间的差异也减小了。特别是女性从电子游戏经验中获得了更明显的益处。总之,这些实验揭示了用于解决莫里斯迷宫任务的空间能力和策略如何随环境设计而变化。鉴于虚拟迷宫和电子游戏环境之间的结构相似性,这些结果为通过玩电子游戏获得的空间体验如何影响空间认知的各个方面提供了见解,并有助于确定有助于改善空间认知的设计元素。

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