Cargando…

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-...

Descripción completa

Detalles Bibliográficos
Autores principales: Cain, Matthew S., Prinzmetal, William, Shimamura, Arthur P., Landau, Ayelet N.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2014
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
_version_ 1782302977979056128
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
work_keys_str_mv AT cainmatthews improvedcontrolofexogenousattentioninactionvideogameplayers
AT prinzmetalwilliam improvedcontrolofexogenousattentioninactionvideogameplayers
AT shimamuraarthurp improvedcontrolofexogenousattentioninactionvideogameplayers
AT landauayeletn improvedcontrolofexogenousattentioninactionvideogameplayers