The University of Southampton
University of Southampton Institutional Repository

Landmark-dependent navigation strategy declines across the human life-span: evidence from over 37,000 participants

Landmark-dependent navigation strategy declines across the human life-span: evidence from over 37,000 participants
Landmark-dependent navigation strategy declines across the human life-span: evidence from over 37,000 participants

Humans show a remarkable capacity to navigate various environments using different navigation strategies, and we know that strategy changes across the life span. However, this observation has been based on studies of small sample sizes. To this end, we used a mobile app-based video game (Sea Hero Quest) to test virtual navigation strategies and memory performance within a distinct radial arm maze level in over 37,000 participants. Players were presented with six pathways (three open and three closed) and were required to navigate to the three open pathways to collect a target. Next, all six pathways were made available and the player was required to visit the pathways that were previously unavailable. Both reference memory and working memory errors were calculated. Crucially, at the end of the level, the player was asked a multiple-choice question about how they found the targets (i.e., a counting-dependent strategy vs. a landmark-dependent strategy). As predicted from previous laboratory studies, we found the use of landmarks declined linearly with age. Those using landmark-based strategies also performed better on reference memory than those using a counting-based strategy. These results extend previous observations in the laboratory showing a decreased use of landmark-dependent strategies with age.

Humans, Longevity, Space Perception, Memory, Short-Term, Video Games, Spatial Navigation
0898-929X
452-467
West, Greg L
6ec66ed2-15c5-4f84-9566-4820b80aa37b
Patai, Zita Eva
8185be3f-d87c-45c1-ac22-5c3d6bc4343e
Coutrot, Antoine
54489887-62d2-47a6-8dd8-23e46d746f2d
Hornberger, Michael
a48c1c63-422a-4c11-9a51-c7be0aa3026d
Bohbot, Véronique D
4172fc3e-f930-47b7-8b13-7eb40b4f32f4
Spiers, Hugo J
44296f56-9f8e-4de0-a0ca-98189c2c3beb
West, Greg L
6ec66ed2-15c5-4f84-9566-4820b80aa37b
Patai, Zita Eva
8185be3f-d87c-45c1-ac22-5c3d6bc4343e
Coutrot, Antoine
54489887-62d2-47a6-8dd8-23e46d746f2d
Hornberger, Michael
a48c1c63-422a-4c11-9a51-c7be0aa3026d
Bohbot, Véronique D
4172fc3e-f930-47b7-8b13-7eb40b4f32f4
Spiers, Hugo J
44296f56-9f8e-4de0-a0ca-98189c2c3beb

West, Greg L, Patai, Zita Eva, Coutrot, Antoine, Hornberger, Michael, Bohbot, Véronique D and Spiers, Hugo J (2023) Landmark-dependent navigation strategy declines across the human life-span: evidence from over 37,000 participants. Journal of Cognitive Neuroscience, 35 (3), 452-467. (doi:10.1162/jocn_a_01956).

Record type: Article

Abstract

Humans show a remarkable capacity to navigate various environments using different navigation strategies, and we know that strategy changes across the life span. However, this observation has been based on studies of small sample sizes. To this end, we used a mobile app-based video game (Sea Hero Quest) to test virtual navigation strategies and memory performance within a distinct radial arm maze level in over 37,000 participants. Players were presented with six pathways (three open and three closed) and were required to navigate to the three open pathways to collect a target. Next, all six pathways were made available and the player was required to visit the pathways that were previously unavailable. Both reference memory and working memory errors were calculated. Crucially, at the end of the level, the player was asked a multiple-choice question about how they found the targets (i.e., a counting-dependent strategy vs. a landmark-dependent strategy). As predicted from previous laboratory studies, we found the use of landmarks declined linearly with age. Those using landmark-based strategies also performed better on reference memory than those using a counting-based strategy. These results extend previous observations in the laboratory showing a decreased use of landmark-dependent strategies with age.

This record has no associated files available for download.

More information

Published date: 1 March 2023
Additional Information: © 2022 Massachusetts Institute of Technology.
Keywords: Humans, Longevity, Space Perception, Memory, Short-Term, Video Games, Spatial Navigation

Identifiers

Local EPrints ID: 505270
URI: http://eprints.soton.ac.uk/id/eprint/505270
ISSN: 0898-929X
PURE UUID: 27d2ff8b-1621-4e4b-b0b1-a146671f9132
ORCID for Michael Hornberger: ORCID iD orcid.org/0000-0002-2214-3788

Catalogue record

Date deposited: 02 Oct 2025 16:58
Last modified: 03 Oct 2025 02:18

Export record

Altmetrics

Contributors

Author: Greg L West
Author: Zita Eva Patai
Author: Antoine Coutrot
Author: Michael Hornberger ORCID iD
Author: Véronique D Bohbot
Author: Hugo J Spiers

Download statistics

Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.

View more statistics

Atom RSS 1.0 RSS 2.0

Contact ePrints Soton: eprints@soton.ac.uk

ePrints Soton supports OAI 2.0 with a base URL of http://eprints.soton.ac.uk/cgi/oai2

This repository has been built using EPrints software, developed at the University of Southampton, but available to everyone to use.

We use cookies to ensure that we give you the best experience on our website. If you continue without changing your settings, we will assume that you are happy to receive cookies on the University of Southampton website.

×