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Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind

For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based En...

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Autores principales: Connors, Erin C., Chrastil, Elizabeth R., Sánchez, Jaime, Merabet, Lotfi B.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3949101/
https://www.ncbi.nlm.nih.gov/pubmed/24653690
http://dx.doi.org/10.3389/fnhum.2014.00133
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author Connors, Erin C.
Chrastil, Elizabeth R.
Sánchez, Jaime
Merabet, Lotfi B.
author_facet Connors, Erin C.
Chrastil, Elizabeth R.
Sánchez, Jaime
Merabet, Lotfi B.
author_sort Connors, Erin C.
collection PubMed
description For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments.
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spelling pubmed-39491012014-03-20 Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind Connors, Erin C. Chrastil, Elizabeth R. Sánchez, Jaime Merabet, Lotfi B. Front Hum Neurosci Neuroscience For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments. Frontiers Media S.A. 2014-03-11 /pmc/articles/PMC3949101/ /pubmed/24653690 http://dx.doi.org/10.3389/fnhum.2014.00133 Text en Copyright © 2014 Connors, Chrastil, Sánchez and Merabet. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Connors, Erin C.
Chrastil, Elizabeth R.
Sánchez, Jaime
Merabet, Lotfi B.
Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title_full Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title_fullStr Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title_full_unstemmed Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title_short Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
title_sort action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3949101/
https://www.ncbi.nlm.nih.gov/pubmed/24653690
http://dx.doi.org/10.3389/fnhum.2014.00133
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