2022
DOI: 10.1080/00140139.2022.2048896
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Gaming experience predicts UAS operator performance and workload in simulated search and rescue missions

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Cited by 5 publications
(6 citation statements)
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“…Similarly, the significance of the FFM traits as predictors of performance or situation awareness also differed by gender. This was inconsistent with prior research but was partially consistent with the recent findings of Ferraro et al (2022). This could be due to our smaller sample size.…”
Section: Discussioncontrasting
confidence: 99%
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“…Similarly, the significance of the FFM traits as predictors of performance or situation awareness also differed by gender. This was inconsistent with prior research but was partially consistent with the recent findings of Ferraro et al (2022). This could be due to our smaller sample size.…”
Section: Discussioncontrasting
confidence: 99%
“…Participants first completed a demographic questionnaire, followed by the IPIP-300, CPRS, and DSSQ questionnaires. Participants then completed a training mission on Stealth Adapt, facilitated by a scripted researcher, following the same procedure as Ferraro et al (2022). Participants selected a path to rescue downed allies during the mission planning phase (Figure 1(a)) based on certain criteria, during which prioritization skills were tested.…”
Section: Methodsmentioning
confidence: 99%
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“…Experience with gaming could contribute to the variability. Ferraro and colleagues (2022) found associations between gaming experience and decreased subjective workload perception which provides some insight on how previous gaming experience can influence task performance outcomes. Subjective perception of the tasks may be lower for “gamers” (experienced) individuals as supported by Ferraro and colleagues (2022).…”
Section: Discussionmentioning
confidence: 80%
“…Indeed, considering only work in more applied spaces, these include an incredibly wide range of goals situated in education (e.g., teaching basic facts, or skills such as in mathematics), to athletics, to a host of job-and/or day-to-day skills (e.g., performing endoscopic surgery, flying planes or drones, driving, etc. ; Ferraro et al, 2022;Gupta et al, 2021;McKinley et al, 2011). Accordingly, a host of different labels for this overarching practice have flourishedentertainment education, edutainment, game-based learning, digital game-based learning, and cognitive training (see Breuer & Bente, 2010, for a review).…”
mentioning
confidence: 99%