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APPLIED COGNITIVE PSYCHOLOGYAppl. Cognit. Psychol. 16: 97115 (2002)
DOI: 10.1002/acp.759
Domain Specicity of Spatial Expertise:The Case of Video Game Players
VALERIE K. SIMS1* and RICHARD E. MAYER2
1University of Central Florida, USA
2University of California, Santa Barbara, USA
SUMMARY
Two experiments examined whether video game expertise transfers to performance on measures ofspatial ability. In Experiment 1, skilled Tetris players outperformed non-Tetris players on mentalrotation of shapes that were either identical to or very similar to Tetris shapes, but not on other testsof spatial ability. The pattern of performance on those mental rotation tasks revealed that skilledTetris Players used the same mental rotation procedures as non-Tetris players, but when Tetris shapeswere used, they executed them more quickly. In Experiment 2, non-Tetris players who received 12hours of Tetris-playing experience did not differ from matched control students in pretest-to-posttestgains on tests of spatial ability. However, Tetris-experienced participants were more likely to use analternative type of mental rotation for Tetris shapes than were Tetris-inexperienced participants. Theresults suggest that spatial expertise is highly domain-specic and does not transfer broadly to otherdomains. Copyright# 2002 John Wiley & Sons, Ltd.
The search for transfer of expertise to novel tasks has a long and somewhat disappointing
history in educational and cognitive psychology (Mayer, 1987; Mayer and Wittrock,
1996). In eld studies and laboratory studies, students who learn cognitive skills in onedomain rarely are able to use those skills in another domain (e.g., Chase and Simon, 1973;
Chi et al., 1988; Larkin et al., 1980; Chi, 1978). Similarly, modern theories of intellectual
ability no longer view intelligence as a monolithic skill that determines performance on all
cognitive tasks (Sternberg, 1990). In the present two studies, we examine the nature of
cognitive transfer by focusing on the relationship between video game expertise and
performance on measures of spatial ability.
Consider a scenario in which a student spends many hours in front of a computer screen
playing a popular video game called Tetris (Gustafsson, 1988). This game begins with an
empty playing eld. On each trial of the game, one of seven possible shapes (see Figure 1)
appears at the top of the screen and descends toward the bottom as shown in Figure 2. Each
of the shapes is composed of four squares, and may be used to create walls below. The
player is allowed to press keys which will rotate the shape counterclockwise in increments
of 90 or move the shape to the right or left in increments of one column. The player's goal
is to stack the shapes such that their components create horizontal lines across the playing
eld. Whenever a line is created, it will disappear, and any blocks above it will drop down
to that level. The game continues, with shapes descending at increasingly faster rates, until
the bricks pile up to the top of the playing eld. Because this game involves speeded
Copyright # 2002 John Wiley & Sons, Ltd.
Correspondence to: V. K. Sims, Psychology Department, University of Central Florida, P.O. Box 161390,Orlando, FL 32816-1390, USA. E-mail: [email protected]
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rotation of shapes, it reasonable to examine the relationship between Tetris expertise and
spatial ability. Transfer of Tetris ability could take place on several levels. For instance, a
Tetris expert could become more skilled at performing mental rotation tasks in general, or
he or she could simply become highly familiar with the shapes presented in the game.
THREE VIEWS OF TRANSFER
To examine the transfer of Tetris expertise to performance on measures of spatial ability,
we consider three views of problem-solving transfer derived from Mayer and Wittrock's
(1996) analysis of transfer theories: transfer of general skills, transfer of specic skills, andtransfer of specic skills in context. Each of these theories also corresponds to specic
predictions about the nature of spatial ability and its susceptibility to change.
First, according to the general-skills view of transfer, learning to solve problems in
certain domains, such as video game playing, serves to improve the mind in general. Thus,
Tetris expertise should be related to performance on all tests of spatial ability, regardless of
their similarity to the game. Under this view, spatial ability is a unied ability that can be
altered through various spatial experiences. Identied as one of seven primary mental
abilities more than 50 years ago (Thurstone, 1938), spatial ability remains widely
Figure 1. Examples of shapes in Tetris
Figure 2. Example screen from Tetris. As the piece continues to fall, it will ll in the hole at thebottom, and the entire bottom row will disappear
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recognized as one of the most basic cognitive abilities (Carroll, 1993; Lohman, 1994).
When viewed as a unied single entity, spatial ability is the ability to `generate, retain,
retrieve, and transform well-structured visual images' (Lohman, 1994, p. 1000).
Second, according to the specic-skills view of transfer, learning to play a video game
serves to improve component skills required in the game. Thus, Tetris ability should be
related to performance on all tests involving mental rotation, because mental rotation is acomponent skill required in playing Tetris, but not on tests involving non-related spatialability skills. Under this view, a given spatial skill such as mental rotation could be altered
through experience. Consistent with this view, factor-analytic studies have shown that
spatial ability consists of a collection of spatial information-processing skills including
spatial relations (SR), such as measured by mental rotation tests; visualization (VZ), such
as measured by paper folding or form board tests; closure speed (CS), such as measured by
gure-completion tests; exibility of closure (CF), such as measured by hidden gures
tests; and perceptual speed (P), such as measured by scanning or clerical checking tests
(Carroll, 1993). Thus, mental rotation may be seen as a distinct cognitive skill (Shepardand Metzler, 1971; Cooper and Shepard, 1973; Shepard and Cooper, 1982).
Third, according to the specic-skills-in-context view of transfer, experience in videogame playing serves to improve component skills using the same mental representations as
are required in the game. Thus, Tetris expertise should be related to performance on all
tests involving mental rotation of Tetris shapes, but not to mental rotation involving non-
Tetris shapes or to other tests of spatial ability. This hypothesis also suggests that spatial
skills such as mental rotation are not altered generally, but instead are able to be used more
efciently because of stored mental representations of familiar stimuli. Consistent withthis view, research has indicated that performance of mental rotation may be speeded when
familiar stimuli are used (Koriat and Norman, 1985; Mumaw et al., 1984; Tarr and Pinker,
1989). According to Mumaw et al. (1984) the familiar shapes can be processed as a whole
and therefore create less cognitive load, whereas Tarr and Pinker (1989) argue that people
store representations of familiar shapes at specic orientations which can be compared
against presented targets.
COGNITIVE EFFECTS OF VIDEO-GAME PLAYING
The empirical study of video game playing is a relatively new eld that has generally
concentrated only on the transfer of general skills and has produced somewhat mixed
results (Greeneld and Cockling, 1996). Gagnon (1985) failed to nd overall differences
on pretest-to-posttest gains in spatial ability skills between adults who received ve hours
of video game playing experience (Targ and Battlezone) and those who did not. In
contrast, Dorval and Pepin (1986) found that adults who learned to play Zaxxon across
eight sessions showed pretest-to-posttest gains on spatial relations tests whereas childrendid not. McClurg and Chaille (1987) found that playing computer games (The Factory &
Stellar 7) across 12 sessions enhanced children's mental rotation skills. Subrahmanyam
and Greeneld (1994) found that children who played a spatially oriented video game
(Marble Madness) across three sessions improved more on spatial ability tests than did
control children who played a non-spatial computer game (Conjecture).
In a study involving Tetris playing, Okagaki and Frensch (1994) found that male
undergraduates who played Tetris for six hours produced larger pretest-to-posttest gains
on two out of four spatial ability tests than did controls who did not play Tetris, whereas
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Tetris playing did not affect performance for females on any of the four spatial ability
tests. In a follow-up study, both male and female undergraduates who played Tetris for 6
hours showed greater reductions than controls in their speed of mental rotation and in their
speed on a Tetris-like form board task both for Tetris shapes and non-Tetris shapes.
Okagaki and Frensch (1994, p. 53) concluded that `the ndings presented here replicate
Subrahmanyam and Greeneld's (1994) nding that practice on a spatially oriented videogame positively affects closely related spatial skills'.
In this study, we compared the spatial ability skills of students who have high skill in
Tetris playing with those who have low skill in Tetris playing (Experiment 1) and of non-
Tetris players who received 12 hours of Tetris-playing experience and non-Tetris players
who received no Tetris-playing experience (Experiment 2).
EXPERIMENT 1
In Experiment 1, students who were skilled in playing Tetris (high-skill group) or who had
never before played Tetris (low-skill group) took a battery of nine spatial tests thatrepresent near to far transfer of Tetris expertise. The general-skills hypothesis predicts that
the high-skill group will outperform the low-skill group on all tests of spatial ability; the
specic-skills hypothesis predicts that the high-skill group will outperform the low-skill
group on mental rotation tests but not on non-related tests of spatial ability; and the
specic-skills-in-context hypothesis predicts that the high-skill group will outperform the
low-skill group on mental rotation of Tetris shapes but not on mental rotation of non-Tetris
shapes nor other non-related tests of spatial ability. A second goal of Experiment 1 was to
investigate the nature of the specic representations that a skilled Tetris player may have
acquired. Specically, we tested whether highly skilled Tetris players showed evidence of
storing mental representations of familiar stimuli. This was accomplished by examining
individual reaction time patterns to determine whether experts were particularly fast formental rotation trials involving Tetris shapes presented at the orientations presented in the
game.
Method
Participants and design
The participants were 114 undergraduate students recruited from the Psychology Subject
Pool at the University of California, Santa Barbara, who participated in this experiment to
fulll a course requirement. Sixteen of these participants were not included in the analyses
because of missing data or because they failed to reach 80% accuracy on at least one test of
mental rotation. Of the remaining 98 participants, 17 females and 36 males were in thehigh-skill group whereas 26 females and 19 males were in the low-skill group. All high-
skill students scored 60 lines or above on a test game of Tetris, with an average of 90.1 and
standard deviation of 15.0; all low-skill students scored below 60 lines on a test game of
Tetris with an average of 30.3 and a standard deviation of 16.0.
Apparatus
Five Macintosh IIci computer systems were used to present the computerized cognitive
measures. MindLab software (Meike et al., 1988) was used to present stimuli and collect
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reaction times (with a temporal resolution of 16 milliseconds), and Super Paint (Aldus
Corporation, 1993) was used to create the stimuli.
Material
The materials consisted of the black-and-white Macintosh version of the video game Tetris
(Gustafsson, 1988), as well as six computerized tasks and three paper-and-pencil tasks thatwere designed to evaluate cognitive skills that varied in their similarity to Tetris.1 Table 1lists the nine spatial ability tests used in this experiment. For each test, the table indicates
whether or not the test taps the same cognitive processes (e.g., mental rotation) and
cognitive representations (e.g., Tetris shapes) as does playing the game. The table also
indicates whether or not performance on the test is expected to be related to Tetris
expertise according to each of three theories of transfer. Figure 3 shows examples of the
different cognitive measures, and Figure 4 the specic stimuli used in the four computer-
ized mental rotation tests.
There were four Shepard/Metzler (Shepard and Metzler, 1971) style computerizedmental rotation tasks: mental rotation of Tetris shapes, mental rotation of non-Tetris
shapes, mental rotation of Tetris-like letters, and mental rotation of non-Tetris-like letters.
Table 1. Characteristics of the nine measures of spatial ability
According to each theory,should Tetris expertise berelated to performance?
Shares cognitive Shares exact Specicprocesses with representations General Specic skills
Spatial measure Tetris with Tetris skills skills in context
Mental rotation ofTetris shapes Yes Yes Yes Yes Yes
Mental rotation ofnon-Tetris shapes Yes No Yes Yes No
Mental rotation ofTetris-like letters Yes No Yes Yes No
Mental rotation ofnon-Tetris-likeletters Yes No Yes Yes No
Computerized formboard with Tetrisshapes No Yes Yes No No
Computerized formboard with non-Tetris shapes No No Yes No No
Card rotations Yes No Yes Yes No
Form board Yes No Yes Yes No
Paper folding No Yes Yes No No
1In addition, two verbal tests were administered, namely, a paper-and pencil-vocabulary test and a computerizedsentence/picture verication task. These tests were not used in the analysis because our focus was on spatialability.
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Figure 3. Sample items from the nine measures of spatial ability
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On each mental rotation trial, two letters/shapes were presented in the middle of thecomputer screen. They were either at the same orientation, or the one on the right was
rotated. The participant's task was to decide if the two shapes/letters were identical
regardless of orientation (i.e., true), or if the shapes/letters were mirror-images of one
another (i.e., false). Four Tetris shapes and four non-Tetris shapes were used in the mental
rotation tasks, as shown in Figure 4. Both handedness versions of the `L' and `Z' shapes
from Tetris were used. The non-Tetris shapes were based on previous work (Sims, 1990,
unpublished thesis; Sims and Mayer, 1994, poster presented at the 102nd annual meeting
of the American Psychological Association, Los Angeles, California), and like those used
by Okagaki and Frensch (1994), involve the addition of a single square to an existing Tetris
shape. For mental rotation trials involving letters, `L' and `Z' were chosen to be physically
similar to the shapes in Tetris. The letters G and R were chosen because of their
dissimilarity to Tetris shapes.Mental rotation trials were designed along two dimensions: angular disparity of the two
shapes (0, 45, 90, 135, 180, 225, 270, or 315), and whether the trial was true or
false. The 112 trials involving Tetris and non-Tetris shapes were presented together in two
blocks of 56 trials each. The 56 individual trials involving Tetris-like and non-Tetris-like
letters were presented together in a single block.2 Within a block of trials, presentation was
randomized. There were three replications of each rotation task. Because participants
failing to correctly answer 80% of the mental rotation trials were not used, reaction time
(milliseconds) was considered the dependent measure of interest.
On the computerized form board tests, the participant had to make true/false decisions
as to whether two shapes, a small shape (target shape) and a larger shape (base) would t
together to form an even larger shape (nal shape). A target shape appeared above a basein the top of the screen. In the bottom of the screen was a possible nal shape. Participants
were told to imagine that the target piece would fall straight down, and land on the base.
Twenty-four trials were constructed to vary along three dimensions: height of the target
shape, type of target shape used (Tetris shape or non-Tetris shape), and whether the trial
was true or false. Target shapes were presented at one of three heights above the base: low
Figure 4. Shape and letter stimuli
2For the `Z' like Tetris shape and for the letter `Z', only orientations up to 135 were used because these shapesrotate into themselves after that point.
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(2 cm), medium (4 cm), or high (6 cm). Half of the target shapes were the `L' shape found
in Tetris and half were the corresponding non-Tetris shape reminiscent of the `L' shape.
Both shapes appeared in black instead of in the patterns used in the game. This colouring
was used so that it would be difcult for participants to answer the questions simply by
counting squares. Furthermore, the task was designed such that false trials reected
common mistakes in the game Tetris. These common mistakes were compiled by expertplayers in a pilot experiment. On half of the false trials, the nal shape reected amisalignment of the target shape and the base. On the other half of the false trials, the nal
shape reected a misconception concerning the length of the target shape. Each trial
was presented three times. The dependent measure of interest was reaction time in
milliseconds.
The three paper and pencil measures were taken from the Kit of Factor-Referenced
Cognitive Tests (Ekstrom et al., 1976a,b). These included part 1 of card rotations, the form
board test, and the paper folding test. The card rotations test (S-1 revised) consisted of 80
mental rotation items to be completed in three minutes. The form board test (VZ-1)consisted of twenty-four items. On each item, participants were shown a large shape and
several sets of smaller shapes. For each set of smaller shapes, the participant had to decidewhich shapes could be put together to make the larger shape. Small shapes could be
rotated or slid around on the page, but they could not be ipped over or resized. Eight
minutes were allotted for the task. The paper-folding test (VZ-2) consists of ten items to
complete in three minutes. On each item, the participant was shown several pictures
depicting the folding of a square piece of paper. The last picture also showed a hole being
punched in the folded paper. Next to this series of pictures were ve choices depicting thepunched paper when unfolded. The task was to decide which of these ve choices
correctly depicted the unfolded paper.
Procedure
Groups of one to ve participants completed two sessions that were 1 to 7 days apart.
During session 1, participants completed the paper-folding task, the form board task, andthe card rotations task. This session lasted approximately 40 minutes. In session 2
participants rst completed the computerized form board task. This was followed by 10
practice mental rotation trials using numbers, and the letter and shape rotation tasks. The
order of the blocks for the two mental rotation tasks involving shapes was counterbalanced
such that approximately half of the participants received Block A rst, and approximately
half received Block B rst. After completing the cognitive measures, participants played a
two-minute practice game of Tetris followed by two performance games on which
participants were told to play as well and as long as possible. The second session lasted
approximately one hour.
Results and discussion
Do students with high versus low skill in Tetris differ on tests of spatial ability?
According to the general transfer hypothesis, the students with high skill in Tetris playing
will outperform students with low skill in Tetris playing on all tests of spatial ability. In
contrast, the specic transfer hypothesis predicts that the high-skill group will outperform
the low-skill group only on spatial ability tests that require the same cognitive processes as
Tetris, such as mental rotation. Finally, the specic transfer in context hypothesis holds
that the high-skill group will perform better than low-skill group only on mental rotation
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of Tetris shapes. Table 2 presents the mean scores of the two groups on each of the nine
tests of spatial ability. An analysis of variance (ANOVA) was conducted for each cognitive
measure, with reaction time as the dependent measure for all computerized tasks and
number correct as the dependent measure for all paper and pencil measure.3 Errors and
times over 6 seconds were not used in the reaction time analyses. The high-skill group
outperformed the low-skill group on mental rotation of Tetris shapes (F(1, 94) 7.81,
MSE1080567.30, p< 0.01) and non-Tetris shapes (F(1, 94) 4.55, MSE 724672.25,
p< 0.05), but not on any of the other measures. Similarly, a stepwise discriminant analysisrevealed that only one factor signicantly discriminated the two groups mental rotation
of Tetris shapes (F(1, 96) 10.82, p< 0.0014). These ndings are most consistent with
the specic transfer in context hypothesis.
Do students with high versus low skill in Tetris differ in how they perform
mental rotation tasks?
A secondary goal of Experiment 1 was to examine whether high-skill students were
carrying out mental rotation tasks in a different manner from low-skill students. In
particular, we were interested in whether high-skill students showed evidence of storing
the familiar shapes at multiple orientations so that they would not have to mentally rotate
them as far. To examine this issue, each subject's reaction time functions for performanceon the Tetris shape and non-Tetris shape mental rotation tasks was compared to eight
linear regression models.4 Each model was evaluated based on the degree to which it
accounted for the variance in the participant's data. Figure 5 shows examples of each of the
regression models.
Table 2. Means and standard deviations for high- and low-skill groups on ninemeasures of spatial ability Experiment 1
Group
High skill Low skill
Cognitive measure M SD M SDMental rotation of Tetris shapes (ms) 1508 409 1757 325
Mental rotation of Non-Tetris shapes (ms) 1644 451 1864 332
Mental rotation of Tetris-like letters (ms) 1342 352 1439 295
Mental rotation of Non-Tetris letters (ms) 1315 348 1400 321
Computerized form boardwith Tetris Shapes (ms) 2861 1021 3079 796
Computerized form boardwith non-Tetris shapes (ms) 3243 1110 3528 927
Card rotations (out of 80) 60.36 14.72 56.78 13.67
Form board (out of 120) 61.49 21.15 53.64 17.96
Paper folding (out of 10) 6.41 2.52 5.88 1.74
3An analysis of variance was conducted for each cognitive measure, with group and sex as between-subjectsfactors. However, only group effects are reported here.4Only the `L' shape was used in this analysis because the `Z' shape cannot be used for orientations greater than135.
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Figure 5. Eight models of mental rotation strategies
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Model 1 was intended to test whether a participant's data were like a Shepard/Metzler
curve, with rotation proceeding clockwise to 180, and counterclockwise for later
orientations. Model 2 is a variant of Model 1 in which the participant mentally rotates
clockwise to 225, and that counterclockwise rotation is slower than clockwise rotation,
perhaps accounting for the decision to rotate further clockwise. Model 3 is a variant of
Model 2 in which the participant mentally rotates clockwise to 225
, and counter-clockwise for further rotations, but that counterclockwise rotation is no slower thanclockwise rotation. Model 4 was intended to represent subjects who were not mentally
rotating, instead taking a similar amount of time to complete all non-0 trials. Model 5 was
intended to represent the participant who had stored Tetris shapes at Tetris orientations and
mentally rotated Tetris shapes at non-Tetris angles to one of these stored orientations.
Model 6 was a variant of Model 5 corresponding to any participant who stored Tetris
shapes at Tetris orientations, but who mentally rotated to the upright for Tetris shapes at
non-Tetris orientations. Model 7 represents the participant who mentally rotated only
clockwise all the way around. Similarly, Model 8 portrays the participant who imaginedrotation counterclockwise all the way around.
For each participant, we computed the mean RT on the Tetris shape mental rotation taskfor each of the eight orientations (i.e., 0, 45, 90, 135, 180, 225, 270, and 315), and
repeated this procedure for the non-Tetris shape mental rotation task. We computed a
regression analysis between each participant's pattern of RTs and the pattern predicted by
each model, and designated the model producing the highest percentage of explained
variance as the best tting model. The top of Table 3 shows the number of high- and low-
skill students whose pattern of response times for the Tetris shapes mental rotation task
was best t by each model. As can be seen, the classic Shepard/Metzler curve (i.e., Model
1) best t the performance of most high- and low-skill students and its variants (i.e.,
Models 2 and 3) best t the performance of almost all of the other high- and low-skill
students. The bottom portion of Table 3 shows the number of high-and low-skill students
whose pattern of response times for the non-Tetris shapes mental rotation task was best t
by each model. As with Tetris shapes, the classic Shepard/Metzler curve (Model 1) best t
Table 3. Number of high- and low-skill players whose performance on mentalrotation of Tetris and non-Tetris shapes was best t by each of the eight models Experiment 1
Tetris shapesModel
#1 #2 #3 #4 #5 #6 #7 #8
High-skill 30 9 11 1 0 0 2 0Low-skill 28 4 13 0 0 0 0 0
Total 58 13 24 1 0 0 2 0Non-Tetris shapes
Model
#1 #2 #3 #4 #5 #6 #7 #8
High-skill 33 7 9 4 0 0 0 0Low-skill 35 2 5 2a 1a 0 1 0
Total 68 9 14 6 1 0 1 0
aFor one subject, Models 4 and 5 accounted for an equal amount of the variance (29%).
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the performance of most high- and low-skill students and its variants (Models 2 and 3) best
t the performance of most of the other high- and low-skill students.
These results suggest that both high- and low-skill students completed the rotation tasks
by using mental rotation. Although the experts were faster for both Tetris and non-Tetris
shapes, they were not using a look-up strategy. Contrary to Tarr and Pinker's (1989) work,
there was no evidence that high-skill students stored the familiar shapes at multiple an-gles. Instead, the evidence is more in line with the working memory hypothesis in whichhigh-skill students are able to speed mental rotation because they do not have to spend
valuable mental resources maintaining a stable image of the stimulus.
Do students with high versus low skill in Tetris differ in encoding speed
or in rotation speed?
The examination of individual rotation functions suggested that the mental rotation
process is not qualitatively different for high- and low-skill students. However, it is
possible that high- and low-skill students differ quantitatively in terms of speed of
encoding or rotating the shapes in a mental rotation task. For 70 of the 98 subjects, a
Shepard/Metzler curve (Model 1) accounted for more than 50% of the variance. For these
subjects, slopes and intercepts were calculated, and the data were subjected to 2(group:
high skill versus low skill) 2(shape type: Tetris versus non-Tetris) mixed ANOVAs. The
intercept represents the time to encode, compare, and respond, whereas the slope
represents the time to mentally rotate shapes. Table 4 shows the means and standard
deviations for intercept and slope as a function of shape type and expertise.
The mean intercept (milliseconds) for high-skill students was 790.69 (SD 205.90) on
Tetris shapes and 947.69 (SD 289.62) on non-Tetris shapes, the mean intercept
(milliseconds) for low-skill students was 915.96 (SD214.72) on Tetris shapes and
1150.48 (SD 227.53) for non-Tetris shapes. The intercept analysis indicated a main
effect for group in which high-skill students were faster than low-skill students at
encoding, comparing, and responding, F(1, 68)10.29, MSE 91536.87, p< 0.01. There
was also a main effect for shape, F(1, 68) 65.31, MSE20538.01, p< 0.001. Encoding,comparing, and responding took less time for Tetris shapes than for non-Tetris shapes. The
lack of a signicant interaction indicates that experts were faster to encode both Tetris and
the similar non-Tetris shapes. This result is consistent with the idea that experts may have
used stored representations of the familiar Tetris shapes to aid in the representation of the
very similar non-Tetris shapes.
The mean slope (milliseconds) for high-skill students was 5.91 (SD3.22) on Tetris
shapes and 7.69 (SD 3.45) on non-Tetris shapes; the mean slope (milliseconds) for
Table 4. Mean intercept and slope for high- and low-skill players onmental rotation of Tetris and non-Tetris shapes Experiment 1
High skill Low skill
M SD M SD
Intercept (ms)Tetris shapes 790.69 205.90 915.96 214.72Non-Tetris shapes 947.69 289.62 1150.48 227.53
Slope (ms/degree)Tetris shapes 5.91 3.22 8.66 3.22Non-Tetris shapes 7.69 3.45 8.89 3.42
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low-skill students was 8.66 (SD3.22) on Tetris shapes and 8.89 (SD 3.42) for non-
Tetris shapes. The slope analysis yielded a signicant main effect for group (F(1,
68)6.98, MSE 19.54, p< 0.05) in which high-skill students mentally rotated more
quickly than low-skill students. There was also a main effect for shape, F(1, 68)13.33,
MSE2.63, p< 0.001. Tetris shapes were mentally rotated more quickly than non-Tetris
shapes. More interestingly, these effects were modulated by a signicant group shapetype interaction, F(1, 68) 7.96, MSE2.63, p< 0.01, in which low-skill studentsmentally rotated equally quickly for both Tetris and non-Tetris shapes, t(34) 0.61,
p0.55. whereas high-skill students mentally rotated more quickly for Tetris shapes than
for non-Tetris shapes, t(34) 4.46, p< 0.0001. This result suggests that when the task is
less memory intensive, such as encoding a stimulus, high-skill Tetris players show transfer
to stimuli that are very similar to those with which they are highly familiar. However,
during a more memory-intensive procedure such as the maintenance of an image during
mental rotation, the high-skill Tetris players show a much greater speed benet for the
highly familiar stimuli.
EXPERIMENT 2
Experiment 1 showed that students with high skill in Tetris playing outperformed students
with low skill in Tetris playing only on mental rotation tasks that used stimuli that were
either the same or were representationally very similar to shapes learned in the game. For
these shapes, the experiment also showed that high- and low-skill students completed
mental rotation tasks in a similar manner, but high-skill students were faster to actually
encode and carry out the mental rotation procedure. Within the high-skill group, the results
also showed faster rotation for the Tetris shapes than for the non-Tetris shapes. These
results are consistent with the hypothesis that Tetris expertise is highly domain-specic.
However, it is not possible to attribute a causal relationship between Tetris expertise and
changes in spatial ability skills on the basis of correlational data presented in Experiment 1.In Experiment 2, we examine whether there is a causal relationship between Tetris
expertise and performance on spatial ability measures. In Experiment 2, female graduate
students who had never played Tetris took a battery of spatial ability tests as a pretest and a
posttest, while either playing 12 hours of Tetris (experienced group) or not playing Tetris
(inexperienced group) during the intervening period. The general-skills hypothesis
predicts the experienced group will show greater pretest-to-posttest gains than the in-
experienced group on all measures of spatial ability; the specic-skills hypothesis predicts
that the experienced group will show greater pretest-to-posttest gains than the inexper-
ienced group only on tests of mental rotation; and the specic-skills-in-context hypothesis
predicts that the experienced group will show greater gains than the inexperienced group
only on tests involving mental rotation of Tetris shapes. A second goal of Experiment 2 isto examine the relationship between pretest scores on a battery of spatial ability tests, and
the pattern of cognitive changes associated with learning to play the game.
Method
Participants and design
The participants were 16 female graduate students at the University of California,
Santa Barbara who had no Tetris experience. Eight participants served in the experienced
Domain specicity of spatial expertise 109
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group and received $75 for approximately 14 hours of participation; 8 other participants
served in the inexperienced group and received $25 for approximately 4 hours of
participation. Participants in the two groups were matched on the basis of pretest scores
on tests of spatial ability. Comparisons of pretest-to-posttest changes are within subject
comparisons.
Materials and apparatus
The materials included the same computerized and paper-and-pencil tasks as in
Experiment 1. The apparatus and computer programs were identical to those used in
Experiment 1.5
Procedure
An e-mail message soliciting female graduate students who had never played Tetris
yielded 29 prospective participants. At a pre-experiment session, prospective participants
were paid $5 to take three paper-and-pencil tests of spatial ability as in Experiment 1. Thethree tests paper folding, form board, and card rotations yielded a composite score of
spatial ability. Eight matched pairs were identied on the basis of the composite score,with two pairs scoring low, two pairs scoring high, and four scoring average. One member
of each pair was assigned to the experienced group and the other to the inexperienced
group. The other 13 prospective participants were excused from further participation.
Students in the experienced group attended 14 additional sessions, each lasting
approximately 1 hour. During session 1, students completed the same computerized tests
of spatial ability as in Experiment 1 and learned to play Tetris for approximately 20minutes. During each of sessions 2 through 13 students devoted approximately one hour to
playing Tetris. In addition, participants were given the computerized mental rotation tests
for Tetris and non-Tetris shapes during the rst 5 to 10 minutes of sessions 5 and 9. During
session 14, students completed the same paper-and-pencil and computerized tests as they
had taken as a pretest. Students in the inexperienced group took the same tests as the
experienced group in sessions 1, 2, 5, 9 and 14 but did not participate in any Tetris playing.The sessions were scheduled over a four week period. The tests were scored and analysed
as in Experiment 1.
Results and discussion
As in Experiment 1, errors and times over 6 seconds were not used in the reaction time
analyses.
Are spatial skills altered by Tetris play?
According to the general skills hypothesis, those experienced playing Tetris should show a
larger pretest-to-posttest gain than the inexperienced group on all measures of spatialability. The specic skills hypothesis is that those who learn Tetris should improve on all
mental rotation tasks. According to the specic skills in context hypothesis, those who are
required to play Tetris should show larger pretest-to-posttest gains than non-playing
students only on mental rotation tests involving Tetris shapes. Based on the results of
Experiment 1, we would also predict this effect for shapes that are highly similar to Tetris
5As in Experiment 1, participants also completed vocabulary and sentence/picture verication tasks that were notincluded in these analyses.
110 V. K. Sims and R. E. Mayer
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Table5.
Pretestandposttestscoresforexperience
dandinexperiencedgroupsonninemeasuresofspatialabilityExperim
ent2
Experienc
ed
Inexpe
rienced
Pre-versuspo
sttest
Pretest
Posttest
Pretest
Posttest
ANOVA
Measure
M
SD
M
SD
M
SD
M
SD
Values
Mentalrotationof
1828
444
1
000
189
1812
340
1145
292
F(1,42)10
0.55
Tetrisshapes(
ms)
MSE
1811
666
p