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Therefore, the goal of this experiment was to explore the effects of VGE on learning in VR versus a desktop-based training environment, since VGE has been demonstrated to affect performance in previous spatial navigation studies in virtual environments. Previous research has suggested that immersive VR imposes high cognitive load on learners and thus impedes learning, but the amount of cognitive load experienced may be dependent on an individual’s video-game experience (VGE).
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One potential explanation for this discrepancy is that key individual characteristics may account for differences in who benefits most from VR-based training. However, empirical research on the effectiveness of training in VR, including for spatial knowledge-based tasks, has yielded mixed results. In addition, it was found that increased gaming experience decreased spatial perception performance.Īdvances in virtual reality (VR) technology have resulted in the ability to explore high-resolution immersive environments, which seem particularly useful for training spatial knowledge tasks. There was also strong evidence that these relations were significantly intensified by the inclusion of participants who play FPS games. Results indicated that perceived gaming skill and progress in a First-Person-Shooter (FPS) game were the most consistent metrics showing significant correlations with performance in time-based navigation tasks. Two computer games and a virtual environment were developed to elicit performance metrics for use within a user study. This paper examines the effects of previous computer gaming experience, user perceived gaming ability and actual gaming performance on navigation tasks in a virtual environment. Anecdotal evidence suggests that factors such as prior experience with computer games may affect the results of such evaluations. To effectively develop and utilise virtual environments, user-centric evaluations are commonly performed. Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with many potential applications within areas such as visualisation, entertainment and training simulators.
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