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Gaming to see: action video gaming is associated with enhanced processing of masked stimuli
Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a respo...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3913992/ https://www.ncbi.nlm.nih.gov/pubmed/24550879 http://dx.doi.org/10.3389/fpsyg.2014.00070 |
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author | Pohl, Carsten Kunde, Wilfried Ganz, Thomas Conzelmann, Annette Pauli, Paul Kiesel, Andrea |
author_facet | Pohl, Carsten Kunde, Wilfried Ganz, Thomas Conzelmann, Annette Pauli, Paul Kiesel, Andrea |
author_sort | Pohl, Carsten |
collection | PubMed |
description | Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli. |
format | Online Article Text |
id | pubmed-3913992 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-39139922014-02-18 Gaming to see: action video gaming is associated with enhanced processing of masked stimuli Pohl, Carsten Kunde, Wilfried Ganz, Thomas Conzelmann, Annette Pauli, Paul Kiesel, Andrea Front Psychol Psychology Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli. Frontiers Media S.A. 2014-02-05 /pmc/articles/PMC3913992/ /pubmed/24550879 http://dx.doi.org/10.3389/fpsyg.2014.00070 Text en Copyright © 2014 Pohl, Kunde, Ganz, Conzelmann, Pauli and Kiesel. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Pohl, Carsten Kunde, Wilfried Ganz, Thomas Conzelmann, Annette Pauli, Paul Kiesel, Andrea Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title | Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title_full | Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title_fullStr | Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title_full_unstemmed | Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title_short | Gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
title_sort | gaming to see: action video gaming is associated with enhanced processing of masked stimuli |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3913992/ https://www.ncbi.nlm.nih.gov/pubmed/24550879 http://dx.doi.org/10.3389/fpsyg.2014.00070 |
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