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Testing the navigation skills of 3.7 million participants with a video game

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Testing the navigation skills of 3.7 million participants with a video game. / Coutrot, Antoine; Silva, Ricardo; Manley, Ed et al.
In: Perception, Vol. 48, No. 2 (Suppl.), 01.09.2019, p. 6.

Research output: Contribution to Journal/MagazineMeeting abstract

Harvard

Coutrot, A, Silva, R, Manley, E, de Cothi, W, Sami, S, Bohbot, V, Wiener, J, Hoelscher, C, Conroy-Dalton, R, Hornberger, M & Spiers, H 2019, 'Testing the navigation skills of 3.7 million participants with a video game', Perception, vol. 48, no. 2 (Suppl.), pp. 6. https://doi.org/10.1177/0301006619863862

APA

Coutrot, A., Silva, R., Manley, E., de Cothi, W., Sami, S., Bohbot, V., Wiener, J., Hoelscher, C., Conroy-Dalton, R., Hornberger, M., & Spiers, H. (2019). Testing the navigation skills of 3.7 million participants with a video game. Perception, 48(2 (Suppl.)), 6. https://doi.org/10.1177/0301006619863862

Vancouver

Coutrot A, Silva R, Manley E, de Cothi W, Sami S, Bohbot V et al. Testing the navigation skills of 3.7 million participants with a video game. Perception. 2019 Sept 1;48(2 (Suppl.)):6. doi: 10.1177/0301006619863862

Author

Coutrot, Antoine ; Silva, Ricardo ; Manley, Ed et al. / Testing the navigation skills of 3.7 million participants with a video game. In: Perception. 2019 ; Vol. 48, No. 2 (Suppl.). pp. 6.

Bibtex

@article{9ac85e223c0d417e9ccf7034f09877a3,
title = "Testing the navigation skills of 3.7 million participants with a video game",
abstract = "When scientists need to record signals from human participants such as their eye movements or their brain activity, they need to ask them to physically come to a research facility. This process is costly and time-consuming. As a consequence, the human sample size in a typical neuroscience paper is below 100, and the cohort often consists in students from the local university. Here, we argue that video games can be a useful and cost-effective solution to drastically increase the sample size and diversity of human-based experiments. We developed Sea Hero Quest, a mobile gaming app that records users{\textquoteright} spatial exploration strategies. The game has been downloaded 3.7 million times in every country in the world. We are using these data to create the world{\textquoteright}s largest benchmark of how humans navigate, which will then go on to become a critical diagnostic tool for dementia in the future.",
author = "Antoine Coutrot and Ricardo Silva and Ed Manley and {de Cothi}, Will and Saber Sami and Veronique Bohbot and Jan Wiener and Christoph Hoelscher and Ruth Conroy-Dalton and Michael Hornberger and Hugo Spiers",
year = "2019",
month = sep,
day = "1",
doi = "10.1177/0301006619863862",
language = "English",
volume = "48",
pages = "6",
journal = "Perception",
issn = "0301-0066",
publisher = "Pion Ltd.",
number = "2 (Suppl.)",

}

RIS

TY - JOUR

T1 - Testing the navigation skills of 3.7 million participants with a video game

AU - Coutrot, Antoine

AU - Silva, Ricardo

AU - Manley, Ed

AU - de Cothi, Will

AU - Sami, Saber

AU - Bohbot, Veronique

AU - Wiener, Jan

AU - Hoelscher, Christoph

AU - Conroy-Dalton, Ruth

AU - Hornberger, Michael

AU - Spiers, Hugo

PY - 2019/9/1

Y1 - 2019/9/1

N2 - When scientists need to record signals from human participants such as their eye movements or their brain activity, they need to ask them to physically come to a research facility. This process is costly and time-consuming. As a consequence, the human sample size in a typical neuroscience paper is below 100, and the cohort often consists in students from the local university. Here, we argue that video games can be a useful and cost-effective solution to drastically increase the sample size and diversity of human-based experiments. We developed Sea Hero Quest, a mobile gaming app that records users’ spatial exploration strategies. The game has been downloaded 3.7 million times in every country in the world. We are using these data to create the world’s largest benchmark of how humans navigate, which will then go on to become a critical diagnostic tool for dementia in the future.

AB - When scientists need to record signals from human participants such as their eye movements or their brain activity, they need to ask them to physically come to a research facility. This process is costly and time-consuming. As a consequence, the human sample size in a typical neuroscience paper is below 100, and the cohort often consists in students from the local university. Here, we argue that video games can be a useful and cost-effective solution to drastically increase the sample size and diversity of human-based experiments. We developed Sea Hero Quest, a mobile gaming app that records users’ spatial exploration strategies. The game has been downloaded 3.7 million times in every country in the world. We are using these data to create the world’s largest benchmark of how humans navigate, which will then go on to become a critical diagnostic tool for dementia in the future.

U2 - 10.1177/0301006619863862

DO - 10.1177/0301006619863862

M3 - Meeting abstract

VL - 48

SP - 6

JO - Perception

JF - Perception

SN - 0301-0066

IS - 2 (Suppl.)

ER -