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Updated: Jun 1, 2026

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
Published on: March 27, 2013
Virtual navigation performance: the relationship to field of view and prior video gaming experience
Anthony E Richardson1, Marcia L Collaer
1Department of Psychology, St. Michael's College, Colchester, VT 05439, USA. arichardson@smcvt.edu
Abstract:
Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.

