[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-151930-en":3,"doc-seo-151930-105":30,"detail-sidebar-cat-0-en-105":92},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":20,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":27,"seo_description":14,"update_tm":28,"read_time":29},151930,1374402524268,"Berry Peter","https://ap-avatar.wpscdn.com/davatar_3d24733baf745e90a7e4bdd5f77d97b2",8,"Research & Report","Nostalgia enhances route learning in a virtual environment","Salient landmarks support route learning. The study tests whether semantically salient nostalgic landmarks improve learning beyond non-nostalgic ones. Across two experiments, participants learned a directional-virtual maze and later navigated using wall pictures only. Nostalgia pictures depicted popular music artists and TV characters from 5–10 years earlier, while controls used recent images. Experiment 1 showed faster completion with nostalgia; Experiment 2 replicated and examined boundary conditions using sequential mazes and different landmark placement and removal rules.","Cognition and  \nEmotion  \nISSN: (Print) (Online) Journal homepage: [https://www.tandfonline.com/loi/pcem20](https://www.tandfonline.com/loi/pcem20)  \nNostalgia enhances route learning in a virtual environment  \nEdward S. Redhead, Tim Wildschut, Alice Oliver, Matthew O. Parker, Antony P. Wood & Constantine Sedikides  \nTo cite this article: Edward S. Redhead, Tim Wildschut, Alice Oliver, Matthew O. Parker, Antony P. Wood & Constantine Sedikides (2023) Nostalgia enhances route learning in a virtual environment, Cognition and Emotion, 37:4, 617-632, DOI: 10.1080/02699931.2023.2185877  \nTo link to this article: [https://doi.org/10.1080/02699931.2023.2185877](https://doi.org/10.1080/02699931.2023.2185877)  \n© 2023 The Author(s) . Published by Informa UK Limited, trading as Taylor & Francis Group  \n\n|  Published online: 07 Mar 2023. |\n| --- |\n|  Submit your article to this journal  |\n|  Article views: 587 |\n|  View related articles  |\n|  View Crossmark data |\n\nFull Terms & Conditions of access and use can be found at [https://www.tandfonline.com/action/journalInformation?journalCode=pcem20](https://www.tandfonline.com/action/journalInformation?journalCode=pcem20)  \nNostalgia enhances route learning in a virtual environment Edward S. Redhead  a, Tim Wildschut  a, Alice Oliver  a, Matthew O. Parker b,c, Antony P. Wood  a and Constantine Sedikides  a  \naSchool of Psychology, University of Southampton, Southampton, UK; bSchool of Pharmacy and Biomedical Sciences, University of Portsmouth, Portsmouth, UK; cSurrey Sleep Research Centre, University of Surrey  \nABSTRACT  \nSalient landmarks enhance route learning. We hypothesised that semantically salient nostalgic landmarks would improve route learning compared to non-nostalgic landmarks. In two experiments, participants learned a route through a computergenerated maze using directional arrows and wall-mounted pictures. On the test trial, the arrows were removed, and participants completed the maze using only the pictures. In the nostalgia condition, pictures were of popular music artists and TV characters from 5 to 10 years ago. In the control condition, they were recent pictures of these same artists and characters. In Experiment 1, in the test trial, participants in the nostalgia condition completed the maze faster than controls. Experiment 2 conceptually replicated these ﬁndings and extended them by exploring boundary conditions. Participants had to learn two mazes sequentially. In Maze 1, we placed nostalgic/control landmarks only at non-decision points (whereas we placed them at decision points in Experiment 1) . In Maze 2, we placed nostalgic/control landmarks at decision points during acquisition but removed them in the test trial (whereas they were present in the test trial in  \nExperiment 1) . In both mazes, participants in the nostalgia (compared to control) condition completed the test trial faster.  \nARTICLE HISTORY  \nReceived 6 September 2022 Revised 20 February 2023 Accepted 25 February 2023  \nKEYWORDS  \nNostalgia; landmark-based navigation; route leaning; virtual maze; semanticsalience  \nThe salience of a stimulus increases the rate at which it acquires associative strength, due to the elevated attention paid to more salient stimuli (Mackintosh, 1976) . In typical associative learning paradigms, more salient stimuli become associated with the neutral stimulus faster than less salient ones by acquiring the ﬁnite available associative strength at a faster rate (Redhead, 2007; Redhead & Pearce, 1995) . For example, food will become associated with a loud bell faster than it would with a quiet bell. Likewise, ina spatial learning paradigm, larger landmarks are more likely to facilitate learning the position of a hidden goal than smaller ones (Chamizo et al., 2006) . Davis et al. (2017) demonstrated that brightly coloured landmarks facilitated performance on route-learning tasks. Speciﬁcally, a salient landmark at a junction  \nwhere participants have to learn to go either left or ","cbCaiet0O1DiT6NT","https://ap.wps.com/l/cbCaiet0O1DiT6NT","pdf",2982385,1,17,"English","en",105,"# Abstract\n## The role of semantic salience","[{\"question\":\"What was the main hypothesis about nostalgia in the study?\",\"answer\":\"The research hypothesized that semantically salient nostalgic landmarks would improve route learning compared with non-nostalgic landmarks.\"},{\"question\":\"How were participants tested to assess route learning?\",\"answer\":\"Participants learned a computer-generated maze with directional arrows and picture landmarks, then completed a test trial without arrows, using pictures only.\"},{\"question\":\"What difference between the nostalgia and control conditions was used?\",\"answer\":\"The nostalgia condition used pictures of music artists and TV characters from 5–10 years ago, while the control condition used recent pictures of the same artists and 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was the main hypothesis about nostalgia in the study?","Question",{"text":76,"@type":77},"The research hypothesized that semantically salient nostalgic landmarks would improve route learning compared with non-nostalgic landmarks.","Answer",{"name":79,"@type":74,"acceptedAnswer":80},"How were participants tested to assess route learning?",{"text":81,"@type":77},"Participants learned a computer-generated maze with directional arrows and picture landmarks, then completed a test trial without arrows, using pictures only.",{"name":83,"@type":74,"acceptedAnswer":84},"What difference between the nostalgia and control conditions was used?",{"text":85,"@type":77},"The nostalgia condition used pictures of music artists and TV characters from 5–10 years ago, while the control condition used recent pictures of the same artists and 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