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Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features
Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7593291/ https://www.ncbi.nlm.nih.gov/pubmed/32918271 http://dx.doi.org/10.3758/s13414-020-02122-y |
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author | Cutting, Joe Cairns, Paul Kuhn, Gustav |
author_facet | Cutting, Joe Cairns, Paul Kuhn, Gustav |
author_sort | Cutting, Joe |
collection | PubMed |
description | Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 and 4 found that post-game image recognition was very low if the images were irrelevant to the game task but significantly higher if the images were relevant to the task. We conclude that games create sustained attentional selection away from task-irrelevant features, even if they are in full view, which leads to reduced retention. This reduced retention is due to differences in attentional set rather than a response to limited processing resources. The consistency of this attentional selection is moderated by the level of immersion in the game. We also discuss possible attentional mechanisms for the changes in recognition rates and the implications for applications such as serious games. |
format | Online Article Text |
id | pubmed-7593291 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-75932912020-11-10 Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features Cutting, Joe Cairns, Paul Kuhn, Gustav Atten Percept Psychophys Article Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 and 4 found that post-game image recognition was very low if the images were irrelevant to the game task but significantly higher if the images were relevant to the task. We conclude that games create sustained attentional selection away from task-irrelevant features, even if they are in full view, which leads to reduced retention. This reduced retention is due to differences in attentional set rather than a response to limited processing resources. The consistency of this attentional selection is moderated by the level of immersion in the game. We also discuss possible attentional mechanisms for the changes in recognition rates and the implications for applications such as serious games. Springer US 2020-09-11 2020 /pmc/articles/PMC7593291/ /pubmed/32918271 http://dx.doi.org/10.3758/s13414-020-02122-y Text en © The Author(s) 2020 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. |
spellingShingle | Article Cutting, Joe Cairns, Paul Kuhn, Gustav Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title | Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title_full | Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title_fullStr | Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title_full_unstemmed | Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title_short | Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features |
title_sort | nothing else matters: video games create sustained attentional selection away from task-irrelevant features |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7593291/ https://www.ncbi.nlm.nih.gov/pubmed/32918271 http://dx.doi.org/10.3758/s13414-020-02122-y |
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