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T h e authors thank Viateur Couture and Bernard Legros for their help in collecting and
coding the data. This research was made possible by grants from the Quebec F.C.A.C.
Research Funds. Requests for reprints should be sent to Michel Pepin, Ecole de psy-
chologie, Pavillon F.-A. Savard, Universitk Laval, Sainte-Foy, Quebec, Canada G1K 7P4.
160 M. DORVAL & M. PePIN
Only subjects without prior experience of video games were selected. They were
33 female and 37 male French Canadian undergraduate students, recruited in literature
and humanities departments; their mean age was 22 yr. Subjects were randomly as-
signed i n rhe experimental group (19 men and 19 women) and in the control group
(18 men and 14 women)?
All subjects were pretested and then posttested 6 wk. later o n the Space Relations
Test of the D A T ( 3 ) , Forms A and B of the rest being respectively administered on
the two occasions.
Subjects of the trained group were individually given eight sessions of playing video
games, each session including five plays of the Zaxxon game (Colecovision). This
game was selected for the two following reasons. First, Zaxxon presents face validity
for spatial visualization; for instance, Zaxxon is, at the moment, one of the few games
commercially available that simulates three-dimensionality. Moreover, in a recent multi-
dimensional scaling of 10 video games, Zaxxon was found at the extreme end of the
dimensionality continuum I n this game, the player controls a spaceship in a three-
dimensional space, the goals of the game being mainly to shoot enemies and to avoid
obstacles. Second, Zaxxon is well-known t o possess excellent qualities i n terms of design
and manipulation ( 2 2 ) , which are of prime importance in keeping motivation of
players high.
T h e frequenq of the sessions was determined according to the convenience of the
subjects but was ac least one session a week and no more than two a week.
RESULTS
Means and standard deviations by sex and groups for pre- and psttest
are presented in Table 1. Group means for the experimental and control sub-
TABLE 1
MEANSAND STANDARDDEVIATIONS BY SEX AND GROUP
jects, both as a whole and for each sex, do not differ significantly at pretest.
Moreover, the significant sex-related differences in visual-spatial skills fre-
quently reported in the literature do not appear here on any pretest, even
though a tendency is noted ( t = .82, p > .05 ) .
To assess the effects of sex and training on the DAT scores, a 2(sex) by
2(group) analysis of covariance was carried out, using pretest scores as the
'Attrition accounts for the different ns.
VIDEO GAMES AND SPATIAL VISUALIZATION 161
covariate and a regression approach used to deal with the unequal ns per
cell. This analysis yielded a significant group effect on the psttest scores
( F = 6.57, p < .05).
W e found no effect for sex, and no interaction of group X sex. This
shows that men and women gained equally and significantly from playing
Zaxxon.
This study is the first attempt to improve spatial visualization test scores
via video-game playing. The results indicate that spatial visualization, as
measured by the Space Relations Test of the Differential Aptitude Tests, is
trainable through Zaxxon playing for both men and women. One interpre-
tation of these findings is that playing Zaxxon might have affected motivation
of the subjects. In fact, the design of most video games, including Zaxxon,
constantly emphasizes to players that practice is the only way to improve their
scores and that even low scorers can improve if only they strive to do so. It is
conceivable that subjects' attitudes toward the task required in the Space Rela-
tions Test of the Differential Aptitude Tests might have been modified in such
a way that they felt more confident to succeed on' the task, considering the
improvement experienced while playing Zaxxon.
Moreover, the fact that the present study did not yield sex-related differ-
ences in spatial visualization points out the precarious evidence of sex-related
differences in visual-spatial skills. However, it should be considered that the
subjects of this study were recruited in areas (Literature and Humanities)
where it is theorically plausible that both sexes rely more on verbal approaches
rather than on spatial ones. Since, as proposed by Sherman (18, 19), past
experiences may affect the development of visual-spatial skills, the selection
of the sample might have jeopardized the external validity of the results. It
is, however, interesting to note that video-game playing had a similar effect
on both sexes.
Finally, the fact that significant improvement was achieved by adults after
only eight sessions leads us to expect that playing some video games might
also result in such an improvement among younger subjects. Actually, a
larger study with a variety of cognitive measures is now being conducted among
younger subjects. This should clarify empirically extreme statements regarding
the effects of very frequent use of video games.
REFERENCES
1. ANASTASI,
A. (1958) Differential psychology: individual and group differences
in behavior. (3rd ed.) New York: Macmillan.
2. BALL,H. G. (1978) Telegames teach more than you think. Audio-Visual ln-
struction, 23 ( 25 ) , 24-26.
3. BENNET,G. K., SEASHORE, H. G., WESMAN, A. G., & CHEVRIER, J. M. (1960)
Terts Diffhentielr dlAptitude-Formules A et B. MontrGal: Institut de Re-
cherche~ psychologiques.
162 M. DORVAL & M. PfiPIN