The effects of gender, flow and video game experience on combat identification training

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Authors
Plummer, John P.
Schuster, David
Keebler, Joseph R.
Advisors
Issue Date
2017
Type
Article
Keywords
Combat identification , Training technologies , Video game experience , Learning and memory
Research Projects
Organizational Units
Journal Issue
Citation
John Paul Plummer, David Schuster & Joseph R. Keebler. 2017. The effects of gender, flow and video game experience on combat identification training. Ergonomics, vol. 60:no. 8:pp 1101-1111
Abstract

The present study examined the effects of gender, video game experience (VGE), and flow state on multiple indices of combat identification (CID) performance. Individuals were trained on six combat vehicles in a simulation, presented through either a stereoscopic or non-stereoscopic display. Participants then reported flow state, VGE and were tested on their ability to discriminate friend vs. foe and identify both pictures and videos of the trained vehicles. The effect of stereoscopy was not significant. There was an effect of gender across three dependent measures. For the two picture-based measures, the effect of gender was mediated by VGE. Additionally, the effect of gender was moderated by flow state on the identification measures. Overall, the study suggests that gender differences may be overcome by VGE and by achieving flow state. Selection based on these individual differences may be useful for future military simulation. Practitioner Summary: This work investigates the effect of gender, VGE and flow state on CID performance. For three measures of performance, there was a main effect of gender. Gender was mediated by previous VGE on two measures, and gender was moderated by flow state on two measures.

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Publisher
Taylor & Francis
Journal
Book Title
Series
Ergonomics;v.60:no.8
PubMed ID
DOI
ISSN
0014-0139
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