Determining skill transferability of action games as a method to reduce in-vehicle phone distractions.

Distracted driving has been shown to be a safety issue in numerous studies. To combat this problem, in-vehicle technology, legislation, media interventions, and other methods have been proposed and attempted. However research indicates that the drivers themselves may circumvent, ignore, or not be ab...

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Publicado en:Work Vol. 41; pp. 5880 - 5882
Autores principales: Soares, Marcelo M., Jacobs, Karen, Rupp, M., McConnell, D.S., Smither, J.A.
Formato: research Journal Article
Publicado: Sage Publications Inc. 2012 Supplement
Acceso en línea:Ver este registro en EBSCOhost
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        atl: Determining skill transferability of action games as a method to reduce in-vehicle phone distractions.
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          Soares, Marcelo M.
          Jacobs, Karen
          Rupp, M.
          McConnell, D.S.
          Smither, J.A.
        affil: Technology & Aging Laboratory, Psychology Department, University of Central Florida, 4000 Central Florida Blvd. Orlando, FL 32816-1390, USA
      sug:
        subj:
          Video Games
          Accidents, Traffic Prevention and Control
          Automobile Driving Evaluation
          Wireless Communications
          Automobile Driving Education
      ab: Distracted driving has been shown to be a safety issue in numerous studies. To combat this problem, in-vehicle technology, legislation, media interventions, and other methods have been proposed and attempted. However research indicates that the drivers themselves may circumvent, ignore, or not be able to react in time for these interventions to be effective. Therefore research into training programs for drivers may improve reaction time under distraction. Research indicates that action game players have faster reaction times and more attentional resources than non-players on paper-based tests. However, transferability to driving has not been studied yet. This paper outlines a study to determine if action game players perform better at a driving task based on frequency of game-play. Participants will be placed into two groups of play (high vs. low) and tested against two levels of distraction (none vs. phone conversation). It is expected that participants who play higher frequency of action games will perform better under distraction than lower frequency players. Driver performance, conversation recall, frequency and durations of eye fixations will be analyzed based on previous research which has validated those variables as a measure of distraction and higher workload.
      pubtype: Academic Journal
      doctype:
        research
        Journal Article
      ougenre: Article
    language: English
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