| Literature DB >> 32990773 |
Hanneke I Van Mier1, Hui Jiao2.
Abstract
Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called 'bird's-eye view' are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual-haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual-haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual-haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.Entities:
Keywords: Action video gaming; Allocentric; Egocentric; Haptic parallelity; Haptic-visual training
Mesh:
Year: 2020 PMID: 32990773 PMCID: PMC7644526 DOI: 10.1007/s00221-020-05931-7
Source DB: PubMed Journal: Exp Brain Res ISSN: 0014-4819 Impact factor: 1.972
Fig. 1The protractor with the four orientations used in the study. The reference bar with the four magnets is shown in the left picture and the test bar with the two magnets in the right picture. The latter shows a covered protractor. Participants always saw the covered protractors in the visual–haptic condition
Fig. 2Mean deviations and standard errors for the first and last block in the haptic and visual–haptic condition for AVGPs and NAVGPs
Fig. 3Mean deviation and standard error for the six blocks in the haptic condition for NAVGPs and AVGPs
Fig. 4Mean deviation and standard error for the five blocks in the visual–haptic condition for NAVGPs and AVGPs. For this figure, the same scale was used as in Fig. 3 to stress the difference in deviations between both conditions
Fig. 5Mean deviations for all 20 participants obtained in the haptic and visual–haptic condition, ordered by the size of the deviations in the haptic condition