2013 IEEE International Games Innovation Conference (IGIC) 2013
DOI: 10.1109/igic.2013.6659170
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The effect of camera perspective and session duration on training decision making in a serious video game

Abstract: In this paper, we examine the effects of three video game variables: camera perspective (1 st person versus 3 rd 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-… Show more

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Cited by 15 publications
(12 citation statements)
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“…Although there is converging theoretical evidence that training itself can be useful, a more open-ended applied question is what the best context is to train in. Recently, studies investigated the assumption that videogames are a more effective medium for providing bias mitigation training compared to more traditional training environments such as classroom teaching or instructional videos (e.g., Clegg et al, 2014;Dunbar et al, 2014;Morewedge et al, 2015;Richey, 2013;Veinott et al, 2013; see for recent review:; Hainey, Connolly, Boyle, Wilson, & Razak, 2016). Noted advantages of videogames are that they can provide realistic, immersive learning environments.…”
Section: Training and Training Contextmentioning
confidence: 99%
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“…Although there is converging theoretical evidence that training itself can be useful, a more open-ended applied question is what the best context is to train in. Recently, studies investigated the assumption that videogames are a more effective medium for providing bias mitigation training compared to more traditional training environments such as classroom teaching or instructional videos (e.g., Clegg et al, 2014;Dunbar et al, 2014;Morewedge et al, 2015;Richey, 2013;Veinott et al, 2013; see for recent review:; Hainey, Connolly, Boyle, Wilson, & Razak, 2016). Noted advantages of videogames are that they can provide realistic, immersive learning environments.…”
Section: Training and Training Contextmentioning
confidence: 99%
“…Several studies have therefore investigated whether videogames are indeed a more effective training environment for mitigating cognitive biases than an instructional video (e.g., Clegg et al, 2014;Dunbar et al, 2014;Lee, Dunbar, Miller, Lane, Jensen & Bessarabova 2016;Morewedge et al, 2015;Veinott et al, 2013). Overall, the results of these studies suggest that game-based training was more effective at cognitive bias mitigation than learning from a video lecture.…”
Section: Training and Training Contextmentioning
confidence: 99%
See 3 more Smart Citations