Date of Award
2013
Document Type
Thesis
Degree Name
Bachelors
Department
Social Sciences
First Advisor
Bauer, Gordon
Keywords
Psychology, Video Games, Perception
Area of Concentration
Psychology
Abstract
The effects of video game training with an action or puzzle video game on a measure of visuospatial cognition were examined. Older adults and college students were initially tested on useful field of view (UFOV), i.e., the area of the visual field from which information can be extracted at a glance. Following this visual pre-test, participants either played a racing game or a puzzle game for 15 hours (in one hour sessions) over a period of 3 weeks. A control group did not play a game. Participants were then re-tested on UFOV and completed a survey on video game enjoyment. College students did not change UFOV total scores, probably due to a ceiling effect. In older participants, the control group and racing group did not change. However, participants in the puzzle group showed large improvements, suggesting video game training improved perceptual abilities. Little data were obtained on game enjoyment, but high participant mortality in the racing group suggested low enjoyment for the racing game.
Recommended Citation
Pryor, Makenzie, "THE EFFECTS OF VIDEO GAME TRAINING ON THE VISUOSPATIAL COGNITION OF OLDER ADULTS" (2013). Theses & ETDs. 6794.
https://digitalcommons.ncf.edu/theses_etds/6794
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