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PLoS ONENeurosciencePeer-reviewed journal article

The relationship between object-based spatial ability and virtual navigation performance

Tanya GargiD, Pablo Fernández VelascoiD, Eva Zita PataiiD, Charlotte P. MalcolmiD, Victor Kovalets, Véronique D. BohbotiD, Antoine CoutrotiD, Mary HegartyiD, Michael HornbergeriD, Hugo J. SpiersiD

PDFDOIPreprint

Abstract

Spatial navigation is a multi-faceted behaviour drawing on many different aspects of cognition. Visuospatial abilities, such as spatial working memory and mental rotation, in particular, may be key factors. A range of tests have been developed to assess visuospatial processing and memory, but how such tests relate to navigation ability remains unclear. This understanding is important to advance tests of navigation for disease monitoring in Alzheimers Disease, where disorientation is an early symptom. Here, we report the use of an established mobile gaming app, Sea Hero Quest, as a measure of navigation ability. We used three separate tests of navigation embedded in the game: wayfinding, path integration and spatial memory in a radial arm maze. In the same participants, we also collected measures of mental rotation (Mental Rotation Test), visuospatial processing (Design Organization Test) and visuospatial working memory (Digital Corsi). We found few strong correlations across our measures. Being good at wayfinding in a virtual navigation test does not mean an individual will rate themself as a confident navigator, be good at path integration, or have a superior memory in a radial arm maze. However, those good at wayfinding tend to perform well on the three visuospatial tasks examined here, and to also use a landmark strategy in the radial maze task. These findings help clarify the inter-relationships between different abilities supporting visuospatial and navigation skills. HighlightsO_LIThree navigation tests embedded in the game Sea Hero Quest were examined in relation to three object-based visuospatial tasks, and self-ratings of navigation ability and stress during navigation. C_LIO_LINo associations were observed among performance on wayfinding, path integration and radial arm maze levels of Sea Hero Quest. C_LIO_LIObject-based visuospatial abilities were selectively correlated with performance on wayfinding levels of Sea Hero Quest. C_LIO_LIGameplay stress and navigation strategy were not associated with performance on Sea Hero Quest navigation tasks. C_LI

Citations
28
FWCI
2.58
Field percentile
top 10%

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