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Improved control of exogenous attention in action video game players
Action video game players (VGPs) have demonstrated a number of attentional advantages over non-players. Here, we propose that many of those benefits might be underpinned by improved control over exogenous (i.e., stimulus-driven) attention. To test this we used an anti-cueing task, in which a sudden-...
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/PMC3918660/ https://www.ncbi.nlm.nih.gov/pubmed/24575061 http://dx.doi.org/10.3389/fpsyg.2014.00069 |
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author | Cain, Matthew S. Prinzmetal, William Shimamura, Arthur P. Landau, Ayelet N. |
author_facet | Cain, Matthew S. Prinzmetal, William Shimamura, Arthur P. Landau, Ayelet N. |
author_sort | Cain, Matthew S. |
collection | PubMed |
description | Action video game players (VGPs) have demonstrated a number of attentional advantages over non-players. Here, we propose that many of those benefits might be underpinned by improved control over exogenous (i.e., stimulus-driven) attention. To test this we used an anti-cueing task, in which a sudden-onset cue indicated that the target would likely appear in a separate location on the opposite side of the fixation point. When the time between the cue onset and the target onset was short (40 ms), non-players (nVGPs) showed a typical exogenous attention effect. Their response times were faster to targets presented at the cued (but less probable) location compared with the opposite (more probable) location. VGPs, however, were less likely to have their attention drawn to the location of the cue. When the onset asynchrony was long (600 ms), VGPs and nVGPs were equally able to endogenously shift their attention to the likely (opposite) target location. In order to rule out processing-speed differences as an explanation for this result, we also tested VGPs and nVGPs on an attentional blink (AB) task. In a version of the AB task that minimized demands on task switching and iconic memory, VGPs and nVGPs did not differ in second target identification performance (i.e., VGPs had the same magnitude of AB as nVGPs), suggesting that the anti-cueing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences. |
format | Online Article Text |
id | pubmed-3918660 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-39186602014-02-26 Improved control of exogenous attention in action video game players Cain, Matthew S. Prinzmetal, William Shimamura, Arthur P. Landau, Ayelet N. Front Psychol Psychology Action video game players (VGPs) have demonstrated a number of attentional advantages over non-players. Here, we propose that many of those benefits might be underpinned by improved control over exogenous (i.e., stimulus-driven) attention. To test this we used an anti-cueing task, in which a sudden-onset cue indicated that the target would likely appear in a separate location on the opposite side of the fixation point. When the time between the cue onset and the target onset was short (40 ms), non-players (nVGPs) showed a typical exogenous attention effect. Their response times were faster to targets presented at the cued (but less probable) location compared with the opposite (more probable) location. VGPs, however, were less likely to have their attention drawn to the location of the cue. When the onset asynchrony was long (600 ms), VGPs and nVGPs were equally able to endogenously shift their attention to the likely (opposite) target location. In order to rule out processing-speed differences as an explanation for this result, we also tested VGPs and nVGPs on an attentional blink (AB) task. In a version of the AB task that minimized demands on task switching and iconic memory, VGPs and nVGPs did not differ in second target identification performance (i.e., VGPs had the same magnitude of AB as nVGPs), suggesting that the anti-cueing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences. Frontiers Media S.A. 2014-02-10 /pmc/articles/PMC3918660/ /pubmed/24575061 http://dx.doi.org/10.3389/fpsyg.2014.00069 Text en Copyright © 2014 Cain, Prinzmetal, Shimamura and Landau. 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 Cain, Matthew S. Prinzmetal, William Shimamura, Arthur P. Landau, Ayelet N. Improved control of exogenous attention in action video game players |
title | Improved control of exogenous attention in action video game players |
title_full | Improved control of exogenous attention in action video game players |
title_fullStr | Improved control of exogenous attention in action video game players |
title_full_unstemmed | Improved control of exogenous attention in action video game players |
title_short | Improved control of exogenous attention in action video game players |
title_sort | improved control of exogenous attention in action video game players |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3918660/ https://www.ncbi.nlm.nih.gov/pubmed/24575061 http://dx.doi.org/10.3389/fpsyg.2014.00069 |
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