2019
DOI: 10.3390/brainsci9030047
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Active Navigation in Virtual Environments Benefits Spatial Memory in Older Adults

Abstract: We investigated age differences in memory for spatial routes that were either actively or passively encoded. A series of virtual environments were created and presented to 20 younger (Mean age = 19.71) and 20 older (Mean age = 74.55) adults, through a cardboard viewer. During encoding, participants explored routes presented within city, park, and mall virtual environments, and were later asked to re-trace their travelled routes. Critically, participants encoded half the virtual environments by passively viewin… Show more

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Cited by 48 publications
(31 citation statements)
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References 64 publications
(88 reference statements)
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“…[65][66][67] Retention was also higher for spatial knowledge in the VR condition than in the non-VR/desktop condition. This reaffirms the view that VR has a positive effect on spatial memory [50][51][52] and vindicates its use in disciplines that rely heavily on spatial knowledge. 1,2 Moreover, the combination of higher spatial knowledge retention and higher navigational efficiency found in VR compared with the non-VR/ desktop condition mirrors hypertext findings that spatial ability is a predictor of navigational performance.…”
Section: Discussionsupporting
confidence: 75%
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“…[65][66][67] Retention was also higher for spatial knowledge in the VR condition than in the non-VR/desktop condition. This reaffirms the view that VR has a positive effect on spatial memory [50][51][52] and vindicates its use in disciplines that rely heavily on spatial knowledge. 1,2 Moreover, the combination of higher spatial knowledge retention and higher navigational efficiency found in VR compared with the non-VR/ desktop condition mirrors hypertext findings that spatial ability is a predictor of navigational performance.…”
Section: Discussionsupporting
confidence: 75%
“…39 There is general agreement on VR's contribution to visual (spatial) information processing. [50][51][52] However, there is disagreement on VR's contribution to learning. 27,51,[53][54][55] This can at least partly be explained by two factors: (a) most research compared VR with traditional educational methods rather than comparing the same game presented in VR with a non-VR/desktop environment 56 and (b) the vast majority of studies did not make use of fully immersive VR by using either low-end headsets or primitive controls or both.…”
Section: Introductionmentioning
confidence: 99%
“…The use of these controllers is linked to the type of immersion; indeed, the vast majority of the experiments’ apparatus were non-immersive (PC screen or projectors). Only six experiments [57,58,61,73,79,80] used head-mounted display (HMD) to assess the role of active navigation on spatial performances and only one study used immersive virtual reality to assess the effect of full body involvement during encoding on episodic retrieval.…”
Section: Resultsmentioning
confidence: 99%
“…Passive navigation in the studies included in the review consisted of a yoked condition or pre-recorded navigations. Navigational decision-making, or free exploration, is another crucial aspect of active navigation and spatial knowledge [84]; however, in 17 experiments [9,59,60,61,62,63,64,65,70,71,72,77,78,79], researchers gave a predetermined route or instructions to follow. Moreover, decision-making is a crucial aspect of the virtual enactment effect when older participants are involved in active navigation [8] due to overload on the frontal lobes and the executive functions capacity on memory encoding [68], which are known to decline with aging [85].…”
Section: Resultsmentioning
confidence: 99%
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