Visuospatial characterization and analysis of spatial abilities of video game players

Adam L Santone, Purdue University

Abstract

This study investigated the relationship of spatial ability and cluster membership of video game players based on visuospatial video game characteristics found in their games. This non-experimental study is descriptive in nature and was based on data collected using a survey instrument and three standard measures of spatial ability. The survey instrument was designed to collect self-reported information on video game play, frequency of play, and general demographic information. The spatial ability measurements were collected using standard tests for general visualization, mental rotation, and perspective prediction. This research was done to answer the general research questions of whether or not video game players could be grouped by the visuospatial characteristics present in their games and whether those groups of players differ with respect to spatial ability. Additionally, the question of whether frequency-of-play is related to spatial ability scores is addressed. In the results, a group of video game players routinely reported lower scores on measures of spatial ability relative to the other groups. This group of video game players was shown to exhibit high association with video games that were visually highly realistic and detailed, presented in third-person perspective, and that utilized a three-dimensional environment. A moderate association of frequency-of-play and spatial orientation ability was seen. Results presented here may be used as foundational support for the formation of a visuospatial classification taxonomy for video games and for providing context for future research in areas involving video games and spatial ability relationships.

Degree

Ph.D.

Advisors

Bertoline, Purdue University.

Subject Area

Educational psychology|Cognitive psychology|Mass communications

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