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Record W2964861914 · doi:10.1016/j.actpsy.2019.102895

Gender, videogames and navigation in virtual space

2019· article· en· W2964861914 on OpenAlexafffund
Suzanne de Castell, Hector Larios, Jennifer Jenson

Bibliographic record

VenueActa Psychologica · 2019
Typearticle
Languageen
FieldEngineering
TopicSpatial Cognition and Navigation
Canadian institutionsYork UniversityUniversity of Ontario Institute of Technology
FundersSocial Sciences and Humanities Research Council of Canada
KeywordsMental rotationSpatial abilitySpatial learningPsychologySpatial memoryCognitive psychologySpatial cognitionRotation (mathematics)Morris water navigation taskVirtual realityMental imageDevelopmental psychologyCognitionWorking memoryArtificial intelligenceComputer scienceNeuroscience

Abstract

fetched live from OpenAlex

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.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.772
Threshold uncertainty score0.273

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.017
GPT teacher head0.253
Teacher spread0.236 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations40
Published2019
Admission routes2
Has abstractyes

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