کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
919045 | 919876 | 2009 | 15 صفحه PDF | دانلود رایگان |
![عکس صفحه اول مقاله: The problem of delayed causation in a video game: Constant, varied, and filled delays The problem of delayed causation in a video game: Constant, varied, and filled delays](/preview/png/919045.png)
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing of its weapon and the effect (from 0 to 2 s), whether these programed average delays were constant or varied from shot to shot, and whether the delays were unfilled or filled with an auditory event. In Experiment 1, participants’ choice accuracy was highest with shorter delays, but there was no effect of filling the delay and some beneficial effect of varying the delay. These results were re-examined in Experiment 2 but with participants experiencing the same average delay for seven subsequent decisions before the next average delay was introduced. In this experiment, men showed a strong and consistent benefit of filling a delay whereas women did not. Participants’ behavior is considered within the context of a model that assumes that choice behavior is driven by experienced contiguity for the target and foils.
Journal: Learning and Motivation - Volume 40, Issue 3, August 2009, Pages 298–312