Quantifying video gaming expertise

Lisa Jo Elliott, Tyler Hampton, Jessica McCoy, Kathryn Kriebs, Melissa Rowlison, Autumn Waite, Abigail Blackwell

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Participants’ self- report of their level of expertise in video game play (VG) is the basis for establishing a baseline of VG experience in many studies. In this study, expert players assessed participants’ actual game play and rated it based on the number of points earned in the game and the decisions they made during their game play with an included rubric. The expert rating was regressed on the self-report of the number of hours of play per week, the self-rating of video game expertise and a spatial cognition measure. The findings suggest that self-report of expertise in video game play is inaccurate.

Original languageEnglish (US)
Title of host publicationAdvances in Human Factors in Training, Education, and Learning Sciences - Proceedings of the AHFE 2020 Virtual Conference on Human Factors in Training, Education, and Learning Sciences
EditorsSalman Nazir, Tareq Ahram, Waldemar Karwowski
PublisherSpringer
Pages198-203
Number of pages6
ISBN (Print)9783030508951
DOIs
StatePublished - 2020
EventAHFE Virtual Conference on Human Factors in Training, Education, and Learning Sciences, 2020 - San Diego, United States
Duration: Jul 16 2020Jul 20 2020

Publication series

NameAdvances in Intelligent Systems and Computing
Volume1211 AISC
ISSN (Print)2194-5357
ISSN (Electronic)2194-5365

Conference

ConferenceAHFE Virtual Conference on Human Factors in Training, Education, and Learning Sciences, 2020
Country/TerritoryUnited States
CitySan Diego
Period7/16/207/20/20

All Science Journal Classification (ASJC) codes

  • Control and Systems Engineering
  • Computer Science(all)

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