Videogame play and the effectiveness of virtual environments for training

Rebecca K. Tortell, Jacquelyn Ford Morie · 2006

The Sensory Environments Evaluation (SEE) project set out to examine the effects of emotional valence of a virtual training scenario on learning and memory. Emotional arousal is well-established as having enhancing effects on memory (McGaugh, 2000). A virtual scenario called DarkCon was created to resemble a night-time reconnaissance mission. Priming of subjects was the first experimental variable. Subjects were randomly assigned to receive their mission briefing in a serious style, suggesting a serious military mission, or in a lighter style, suggesting a fun roleplaying game. The influence of videogame experience was included in analysis of subjects’ recall of the environment and of their physiology. In the present study, 34 Army Rangers from Fort Benning, GA underwent the DarkCon mission. Significant effects of priming condition and videogame play were discovered in subjects’ recollection of the mission, and in their physiological reactions to highly exciting material. This paper is primarily concerned with the effects of videogame play frequency on subjects’ behavior, recall, and physiology. The effects of priming will be cursorily discussed here as they relate to videogame play habits, and explored in more detail on their own in future publications. Directions for future research into the effects of videogame play experience on training are discussed. The project described herein has been sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM). Statements and opinions expressed do not necessarily reflect the position or the policy of the U.S. Government; no official endorsement should be inferred.

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