Motivational Effects of Adding Context Relevant Stress in PC-Based Game Training

This work was designed to examine the effects of contextually relevant stress on personal computer (PC)-based game training. Off-the-shelf PC-based games are being applied to many training situations because of their affordability, flexibility, and teaming capabilities. The ultimate purpose of training is to transfer superior performance to the real world. In this respect, 1 of the major drawbacks to using games as training tools, especially for military applications, is the absence of the surrounding context. In response to this omission, we examined the effects of adding context-rele-vant stress to infantry game-based training by exposing 1 group of participants to a graphically intense and stressful experience while the control group viewed an unstressful analog. Pre–post self-reported stress levels confirmed the efficacy of this manipulation. The stress condition produced significantly higher scores on “mission success”; however, no differences were evident in participants’ use of trained tactics or game functions. Supplementing context-relevant stress in game training shows promise for enhancing individuals’ motivation to succeed.

[1]  R. Thayer,et al.  Measurement of Activation through Self-Report , 1967, Psychological reports.

[2]  J. Wilting,et al.  The freedom to learn. , 1974, Nursing papers. Perspectives en nursing.

[3]  J. Williams,et al.  Generalization in the effects of a mood induction procedure. , 1980, Behaviour research and therapy.

[4]  Alton J. Volanth,et al.  Cognitive involvement in the mood response system , 1985 .

[5]  Donald D. Bowen,et al.  Developing a Personal Theory of Experiential Learning , 1987 .

[6]  B.H. Kantowitz Laboratory simulation of maintenance activity , 1988, Conference Record for 1988 IEEE Fourth Conference on Human Factors and Power Plants,.

[7]  P. Hancock,et al.  A Dynamic Model of Stress and Sustained Attention , 1989, Human factors.

[8]  F. Collins,et al.  The assessment of emotional reactivity: A scale development and validation study , 1989 .

[9]  E. Salas,et al.  Group Decision Making Under Stress , 1991 .

[10]  Eduardo Salas,et al.  Aviation Computer Games for Crew Resource Management Training , 1993 .

[11]  A. Dittmar,et al.  Increased activation as a limiting factor of performance in sharp shooters , 1995, Neuropsychologia.

[12]  Katrina E. Ricci,et al.  Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? , 1996 .

[13]  Willem J. Homan Design of Multimedia Situational Awareness Training for Pilots , 1998 .

[14]  J. Brehm The Intensity of Emotion , 1999, Personality and social psychology review : an official journal of the Society for Personality and Social Psychology, Inc.

[15]  Abbie Brown Simulated Classrooms and Artificial Students: The Potential Effects of New Technologies on Teacher Education. , 1999 .

[16]  Jerry Banks The future of simulation , 2000, ESM.

[17]  James E. Driskell,et al.  Does Stress Training Generalize to Novel Settings? , 2001, Hum. Factors.

[18]  Christina S. Morris,et al.  Templates for selecting PC-based synthetic environments for application to human performance enhancement and training , 2002, Proceedings IEEE Virtual Reality 2002.

[19]  Michael J. Singer,et al.  Low-Cost PC Gaming and Simulation Research: Doctrinal Survey , 2002 .