Training for vigilance on the move: a video game-based paradigm for sustained attention

Ergonomics. 2018 Apr;61(4):482-505. doi: 10.1080/00140139.2017.1397199. Epub 2018 Jan 4.

Abstract

The capacity for superior vigilance can be trained by using knowledge of results (KR). Our present experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples of students and Soldiers. Effectiveness was assessed by manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centred sustained attention task with important elements of traditional vigilance. The results indicate that KR effects in sustained attention extend to a first person perspective movement based paradigm, and that these effects occur in professional military as well as a more general population. Such sustained attention training can save lives and the present findings demonstrate one particular avenue to achieve this goal. Practitioner Summary: Sustained attention can be trained by means of knowledge of results using a videogame-based platform with samples of students and Soldiers. Four experiments demonstrate that a dynamic, first-person perspective video game environment can serve to support effective sustained attention training in professional military as well as a more general population.

Keywords: IED detection; Sustained attention; knowledge of results; transfer of training; video game-based vigilance; vigilance.

MeSH terms

  • Adolescent
  • Adult
  • Arousal*
  • Attention
  • Female
  • Humans
  • Knowledge of Results, Psychological*
  • Male
  • Middle Aged
  • Military Personnel*
  • Movement
  • Simulation Training*
  • Students*
  • Time Factors
  • United States
  • Video Games*
  • Young Adult