{"id":{"repo_id":"embry-riddle","oai_identifier":"oai:commons.erau.edu:edt-1998"},"canonical_url":"https://search.dev.ndltd.org/etd/embry-riddle/oai:commons.erau.edu:edt-1998","repository":{"repo_id":"embry-riddle","name":"Embry Riddle Aeronautical University","base_url":"https://commons.erau.edu/do/oai/"},"display":{"title":"Mini-Maps, Crucial or Controversial: Assessing the Influence of Perceived Spatial Orientation and Cognitive Mapping Performance on Video Game User Experience","abstract":"<p>Decades of game studies, also known as video games research, have revealed frequent video gameplay is positively correlated with enhanced cognition. An area of study that is limited, however, is the relationship between spatial cognition, specifically the domains of spatial orientation and cognitive mapping and their effects on video game user experience for games employing visual navigational aids. Video game user experience is influenced by many factors such as graphics and audio, gameplay mechanics, user interface design, etc. The present study aims to explore whether spatial abilities influence and are significantly correlated with user experience for games using heads-up displays with mini-maps compared to games that do not. Aphantasia, a condition characterized by the lack of or complete absence of voluntary mental imagery, is an individual difference explored in this research. The study’s objective is to generalize findings for application to the aphantasic population and disabled communities to advocate for the continued use of mini-maps in video game design for individuals with deficient spatial processing ability. Human factors/ergonomics principles were considered in the discussion of the study’s results, supported recommendations for future research and accessible video game/user interface designs that accommodate all users with individual differences and spatial ability challenges.</p>","abstract_html":"&lt;p&gt;Decades of game studies, also known as video games research, have revealed frequent video gameplay is positively correlated with enhanced cognition. An area of study that is limited, however, is the relationship between spatial cognition, specifically the domains of spatial orientation and cognitive mapping and their effects on video game user experience for games employing visual navigational aids. Video game user experience is influenced by many factors such as graphics and audio, gameplay mechanics, user interface design, etc. The present study aims to explore whether spatial abilities influence and are significantly correlated with user experience for games using heads-up displays with mini-maps compared to games that do not. Aphantasia, a condition characterized by the lack of or complete absence of voluntary mental imagery, is an individual difference explored in this research. The study’s objective is to generalize findings for application to the aphantasic population and disabled communities to advocate for the continued use of mini-maps in video game design for individuals with deficient spatial processing ability. Human factors/ergonomics principles were considered in the discussion of the study’s results, supported recommendations for future research and accessible video game/user interface designs that accommodate all users with individual differences and spatial ability challenges.&lt;/p&gt;","abstract_has_math":false,"creators":["Le, Angela"],"institution":null,"degree_name":"Master of Science in Human Factors & Systems","degree_level":"Thesis - Open Access","degree_discipline":"Human Factors and Systems","degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2025,"date_issued":"2025-01-01T08:00:00Z","date_published":"2025-01-01T08:00:00Z","updated_at":"2026-07-27T19:26:22Z","subjects":["accessibility","aphantasia","cognitive mapping","ergonomics","human factors","spatial cognition","spatial orientation","user experience","user interface","video games","Cognition and Perception","Cognitive Psychology","Cognitive Science","Human Factors Psychology","Personality and Social Contexts","Psychology","Social and Behavioral Sciences"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://commons.erau.edu/edt/953","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Le, Angela"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"thesis:degree_discipline","label":"Discipline","values":["Human Factors and Systems"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis - Open Access"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science in Human Factors & Systems"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["accessibility","aphantasia","cognitive mapping","ergonomics","human factors","spatial cognition","spatial orientation","user experience","user interface","video games","Cognition and Perception","Cognitive Psychology","Cognitive Science","Human Factors Psychology","Personality and Social Contexts","Psychology","Social and Behavioral Sciences"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://commons.erau.edu/edt/953"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>Decades of game studies, also known as video games research, have revealed frequent video gameplay is positively correlated with enhanced cognition. An area of study that is limited, however, is the relationship between spatial cognition, specifically the domains of spatial orientation and cognitive mapping and their effects on video game user experience for games employing visual navigational aids. Video game user experience is influenced by many factors such as graphics and audio, gameplay mechanics, user interface design, etc. The present study aims to explore whether spatial abilities influence and are significantly correlated with user experience for games using heads-up displays with mini-maps compared to games that do not. Aphantasia, a condition characterized by the lack of or complete absence of voluntary mental imagery, is an individual difference explored in this research. The study’s objective is to generalize findings for application to the aphantasic population and disabled communities to advocate for the continued use of mini-maps in video game design for individuals with deficient spatial processing ability. Human factors/ergonomics principles were considered in the discussion of the study’s results, supported recommendations for future research and accessible video game/user interface designs that accommodate all users with individual differences and spatial ability challenges.</p>"]},{"key":"dc:title","label":"Title","values":["Mini-Maps, Crucial or Controversial: Assessing the Influence of Perceived Spatial Orientation and Cognitive Mapping Performance on Video Game User Experience"]}]}],"canonical_facts":{"dc:creator":["Le, Angela"],"dc:description.abstract":["<p>Decades of game studies, also known as video games research, have revealed frequent video gameplay is positively correlated with enhanced cognition. An area of study that is limited, however, is the relationship between spatial cognition, specifically the domains of spatial orientation and cognitive mapping and their effects on video game user experience for games employing visual navigational aids. Video game user experience is influenced by many factors such as graphics and audio, gameplay mechanics, user interface design, etc. The present study aims to explore whether spatial abilities influence and are significantly correlated with user experience for games using heads-up displays with mini-maps compared to games that do not. Aphantasia, a condition characterized by the lack of or complete absence of voluntary mental imagery, is an individual difference explored in this research. The study’s objective is to generalize findings for application to the aphantasic population and disabled communities to advocate for the continued use of mini-maps in video game design for individuals with deficient spatial processing ability. Human factors/ergonomics principles were considered in the discussion of the study’s results, supported recommendations for future research and accessible video game/user interface designs that accommodate all users with individual differences and spatial ability challenges.</p>"],"dc:identifier":["https://commons.erau.edu/edt/953"],"dc:subject":["accessibility","aphantasia","cognitive mapping","ergonomics","human factors","spatial cognition","spatial orientation","user experience","user interface","video games","Cognition and Perception","Cognitive Psychology","Cognitive Science","Human Factors Psychology","Personality and Social Contexts","Psychology","Social and Behavioral Sciences"],"dc:title":["Mini-Maps, Crucial or Controversial: Assessing the Influence of Perceived Spatial Orientation and Cognitive Mapping Performance on Video Game User Experience"],"thesis:degree_discipline":["Human Factors and Systems"],"thesis:degree_level":["Thesis - Open Access"],"thesis:degree_name":["Master of Science in Human Factors & Systems"]},"updated_at":"2026-07-27T19:26:22Z"}