Domain specificity of spatial expertise: The case of video game players.
By Valerie K. Sims, Richard E. Mayer. 2002
310 citations recorded by the source corpus.
Subfields: Automotive Engineering, Computer Vision and Pattern Recognition, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/df6659ebef935afc935c55ffe3c7c4c0a5890845
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Automotive Engineering
- C. Ferguson
- Glenda Andrews
- Daphne Bavelier
- David Reilly
- David L. Neumann
- Nora S. Newcombe
- M. Little
- David H. Uttal
In Computer Vision and Pattern Recognition
- Nora S. Newcombe
- C. Ferguson
- M. Little
- Melissa S. Terlecki
- Jing Feng
- Ian Spence
- Shawn C. Green
- D. A. Gentile
In Developmental and Educational Psychology
- Daphne Bavelier
- C. Ferguson
- Shawn C. Green
- Jing Feng
- Ian Spence
- Nora S. Newcombe
- David H. Uttal
- David L. Neumann
Citations in the corpus
- Exploring and Enhancing Spatial Thinking (2013, background): “For instance, Sorby (2009) invited engineering undergraduates who failed a spatial test to participate in a 3- to 4-month spatial training course that used sketching exercises (see Fig. 2). Students who chose to take the course had higher grades in several subsequent STEM courses. Women who took the”
- Video Games and Spatial Cognition (2010, background): “…popular, researchers have been exploring the possibility of reducing or eliminating gender differences by training with computer games (e.g., Cherney, 2008; Dorval & Pepin, 1986; Gagnon, 1985; McClurg & Chaille´, 1987; Okagaki & Frensch, 1994; Sims & Mayer, 2002; Subrahmanyam & Greenfield, 1994).”
- How Important Is the Digital Divide? The Relation of Computer and Videogame Usage to Gender Differences in Mental Rotation Ability (2005, background): “Many studies have shown that experiential factors, including computer and videogame usage, are related to spatial skill, such as mental rotation (MR; De Lisi & Cammarano, 1996; De Lisi & Wolford, 2002; Duesbury & O’Neil, 1996; Larson et al., 1999; McClurg & Chaille, 1987; Okagaki & Frensch, 1994; Ri”
- Durable and generalized effects of spatial experience on mental rotation: gender differences in growth patterns (2008, background): “De Lisi & Wolford, 2002; McClurg & Chaille, 1987; Okagaki & Frensch, 1994; Roberts & Bell, 2000; Sims & Mayer, 2002 ).”
- The effects of video game playing on attention, memory, and executive control. (2008, background): “Previous research found Tetris improved some spatial skills (De Lisi & Wolford, 2002; Sims & Mayer, 2002), but Tetris experience did not appear to transfer beyond those specific tasks as much as MOH did.”
- The multiple dimensions of video game effects. (2011, background): “Because many games require players to maintain awareness of orientation of the virtual world or of objects in it, it is also likely that these games can improve mental rotation skills (Cherney, 2008; Okagaki & Frensch, 1994; Sims & Mayer, 2002).”
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018, background): “It is also an important theoretical question in light of the proposal that the general skills learned from playing in a game context can transfer to nongame contexts that require the same underlying skills (Green & Bavelier, 2012; Mayer, 2014; Sims & Mayer, 2002).”
- Gender Differences in Spatial Ability: Implications for STEM Education and Approaches to Reducing the Gender Gap for Parents and Educators (2017, background): “Sims and Mayer (2002) have questioned whether the effect of spatial training might simply be the result of practice and familiarity, rather than genuine improvement in latent ability.”
- Spatial Thinking and STEM Education. When, Why, and How? (2012, background): “Why do some studies (e.g., Sorby et al.) claim large effects of training, while others (e.g., Sims and Mayer, 2002) claim that training effects are limited or even non-significant when compared to appropriate control groups.”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “For reasons that are not well understood, results for nonviolent games such as Tetris are considerably weaker (e.g., Quaiser-Pohl, Geiser, & Lehmann, 2006; Sims & Mayer, 2002).”
- The malleability of spatial skills: a meta-analysis of training studies. (2013, background): “Likewise, a seemingly very large training effect could be rendered nonsignificant if compared to a control group that greatly improved due to retesting effects (Sims & Mayer, 2002).”