TY - GEN
T1 - Observing the Stroop Effect within a First Person Shooter Concept
AU - Gray-Mason, Rourke P.
AU - Coultas, Alex J.
AU - Tece Bayrak, A.
N1 - Publisher Copyright:
© 2021 ACM.
Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.
PY - 2021/2/1
Y1 - 2021/2/1
N2 - Following the digitisation of the classic Stroop Colour and Word Test, a set of scenarios have been produced in a game engine using a First Person Shooter (FPS) video-game format to determine whether the Stroop effect is replicable, specifically in the FPS video game medium. Twenty-four randomly selected participants were individually tested in four separate scenarios containing congruent or incongruent stimuli, shape and colour. The results showed a positive trend in relationship to the Stroop effect. The effect was present in incongruent observations of shape and colour stimuli, showing a relative increase in time to complete the given task. Response times for incongruent tests were, on average, 3.95 seconds (29.0%) slower overall with colour scenarios being performed slower than colour matching scenarios. Incongruent scenarios saw an increase of 20 (114.3%) errors with 118 (33.6%) more projectiles fired.
AB - Following the digitisation of the classic Stroop Colour and Word Test, a set of scenarios have been produced in a game engine using a First Person Shooter (FPS) video-game format to determine whether the Stroop effect is replicable, specifically in the FPS video game medium. Twenty-four randomly selected participants were individually tested in four separate scenarios containing congruent or incongruent stimuli, shape and colour. The results showed a positive trend in relationship to the Stroop effect. The effect was present in incongruent observations of shape and colour stimuli, showing a relative increase in time to complete the given task. Response times for incongruent tests were, on average, 3.95 seconds (29.0%) slower overall with colour scenarios being performed slower than colour matching scenarios. Incongruent scenarios saw an increase of 20 (114.3%) errors with 118 (33.6%) more projectiles fired.
KW - Cognitive inhibition
KW - Cognitive learning
KW - Stroop effect
KW - Videogames
UR - http://www.scopus.com/inward/record.url?scp=85100643870&partnerID=8YFLogxK
U2 - 10.1145/3437378.3442689
DO - 10.1145/3437378.3442689
M3 - Conference contribution
AN - SCOPUS:85100643870
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the Australasian Computer Science Week Multiconference 2021, ACSW 2021
A2 - Stanger, Nigel
A2 - Joachim, Veronica Liesaputra
PB - Association for Computing Machinery (ACM)
T2 - 2021 Australasian Computer Science Week Multiconference, ACSW 2021
Y2 - 1 February 2021 through 5 February 2021
ER -