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Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals

Auditory cortex in congenitally deaf early sign language users reorganizes to support cognitive processing in the visual domain. However, evidence suggests that the potential benefits of this reorganization are largely unrealized. At the same time, there is growing evidence that experience of playin...

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Autores principales: Holmer, Emil, Rudner, Mary, Schönström, Krister, Andin, Josefine
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7606995/
https://www.ncbi.nlm.nih.gov/pubmed/33192776
http://dx.doi.org/10.3389/fpsyg.2020.534741
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author Holmer, Emil
Rudner, Mary
Schönström, Krister
Andin, Josefine
author_facet Holmer, Emil
Rudner, Mary
Schönström, Krister
Andin, Josefine
author_sort Holmer, Emil
collection PubMed
description Auditory cortex in congenitally deaf early sign language users reorganizes to support cognitive processing in the visual domain. However, evidence suggests that the potential benefits of this reorganization are largely unrealized. At the same time, there is growing evidence that experience of playing computer and console games improves visual cognition, in particular visuospatial attentional processes. In the present study, we investigated in a group of deaf early signers whether those who reported recently playing computer or console games (deaf gamers) had better visuospatial attentional control than those who reported not playing such games (deaf non-gamers), and whether any such effect was related to cognitive processing in the visual domain. Using a classic test of attentional control, the Eriksen Flanker task, we found that deaf gamers performed on a par with hearing controls, while the performance of deaf non-gamers was poorer. Among hearing controls there was no effect of gaming. This suggests that deaf gamers may have better visuospatial attentional control than deaf non-gamers, probably because they are less susceptible to parafoveal distractions. Future work should examine the robustness of this potential gaming benefit and whether it is associated with neural plasticity in early deaf signers, as well as whether gaming intervention can improve visuospatial cognition in deaf people.
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spelling pubmed-76069952020-11-13 Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals Holmer, Emil Rudner, Mary Schönström, Krister Andin, Josefine Front Psychol Psychology Auditory cortex in congenitally deaf early sign language users reorganizes to support cognitive processing in the visual domain. However, evidence suggests that the potential benefits of this reorganization are largely unrealized. At the same time, there is growing evidence that experience of playing computer and console games improves visual cognition, in particular visuospatial attentional processes. In the present study, we investigated in a group of deaf early signers whether those who reported recently playing computer or console games (deaf gamers) had better visuospatial attentional control than those who reported not playing such games (deaf non-gamers), and whether any such effect was related to cognitive processing in the visual domain. Using a classic test of attentional control, the Eriksen Flanker task, we found that deaf gamers performed on a par with hearing controls, while the performance of deaf non-gamers was poorer. Among hearing controls there was no effect of gaming. This suggests that deaf gamers may have better visuospatial attentional control than deaf non-gamers, probably because they are less susceptible to parafoveal distractions. Future work should examine the robustness of this potential gaming benefit and whether it is associated with neural plasticity in early deaf signers, as well as whether gaming intervention can improve visuospatial cognition in deaf people. Frontiers Media S.A. 2020-10-20 /pmc/articles/PMC7606995/ /pubmed/33192776 http://dx.doi.org/10.3389/fpsyg.2020.534741 Text en Copyright © 2020 Holmer, Rudner, Schönström and Andin. http://creativecommons.org/licenses/by/4.0/ 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) and the copyright owner(s) 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
Holmer, Emil
Rudner, Mary
Schönström, Krister
Andin, Josefine
Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title_full Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title_fullStr Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title_full_unstemmed Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title_short Evidence of an Effect of Gaming Experience on Visuospatial Attention in Deaf but Not in Hearing Individuals
title_sort evidence of an effect of gaming experience on visuospatial attention in deaf but not in hearing individuals
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7606995/
https://www.ncbi.nlm.nih.gov/pubmed/33192776
http://dx.doi.org/10.3389/fpsyg.2020.534741
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