Cited by 69Spatial Cognition and NavigationTactile and Sensory InteractionsVirtual Reality Applications and Impacts

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

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Connors, Erin C., Chrastil, Elizabeth R., Sánchez, Jaime, Merabet, Lotfi B.·2014·Frontiers in Human Neuroscience

Abstract

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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Authors
Connors, E. C., Chrastil, E. R., Sánchez, J., & Merabet, L. B.
Affiliations
  • Massachusetts Eye and Ear Infirmary (US)
  • Boston University (US)
  • University of Chile (CL)
Corresponding author
Merabet, Lotfi B.
Venue
Frontiers in Human Neuroscience
Published
2014-03-11
Volume
8
Pages
133-133
ISSN
1662-5161 (ISSN-L)
OpenAlex
W2165574020
Cited by
69
References
5
Citations by year
2026: 6 · 2025: 2 · 2024: 6 · 2023: 5 · 2022: 6 · 2021: 5 · 2020: 7 · 2019: 3 · 2018: 11 · 2017: 5 · 2016: 5 · 2015: 6 · 2014: 2
FWCI
7.35
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Frontiers in Human Neuroscience (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • eScholarship (California Digital Library) (submittedVersion, cc-by)
  • Digital Access to Scholarship at Harvard (DASH) (Harvard University) (submittedVersion, cc-by)
  • Americanae (AECID Library) (submittedVersion, other-oa)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • eScholarship (California Digital Library) (submittedVersion)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, other-oa)
Funders
  • National Institutes of Health
  • National Eye Institute (R01EY019924, EY019924)
Topics
  • Physical Sciences › Engineering › Automotive Engineering › Spatial Cognition and Navigation
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Tactile and Sensory Interactions
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
action video games, blind adolescents, spatial cognition, navigation skills, transfer of learning, game-based learning, virtual worlds, independent navigation

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