DocumentCode
2166406
Title
The effect of camera perspective and session duration on training decision making in a serious video game
Author
Veinott, Elizabeth S. ; Leonard, Jim ; Papautsky, Elizabeth Lerner ; Perelman, Brandon ; Stankovic, Aleksandra ; Lorince, Jared ; Hotaling, Jared ; Ross, Tyler N. ; Todd, Peter ; Castronova, Edward ; Busemeyer, Jerome ; Hale, Cassandra ; Catrambone, Richa
Author_Institution
Cognitive Solutions Div., ARA Inc., Dayton, OH, USA
fYear
2013
fDate
23-25 Sept. 2013
Firstpage
256
Lastpage
262
Abstract
In this paper, we examine the effects of three video game variables: camera perspective (1st person versus 3rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant´s learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant´s ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
Keywords
cameras; cognition; computer aided instruction; decision making; serious games (computing); 3D immersive video game; bias knowledge; camera perspective; cognitive bias mitigation; decision making training; instructional decision video; learn ability; learning improvement; participant learning assessment; repeated play; serious video game; session duration; single session game; training participants; video game variables; Cameras; Context; Decision making; Educational institutions; Games; Reliability; Training; decision making; experimentation; serious games; training; video game experiment platform; video games;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovation Conference (IGIC), 2013 IEEE International
Conference_Location
Vancouver, BC
ISSN
2166-6741
Print_ISBN
978-1-4799-1244-5
Type
conf
DOI
10.1109/IGIC.2013.6659170
Filename
6659170
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