Improved control of exogenous attention in action video game players

Action video game players 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-cuing task, in which a sudden-onset cu...

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Main Authors: Matthew S Cain, William ePrinzmetal, Arthur P Shimamura, Ayelet Nina Landau
Format: Article
Language:English
Published: Frontiers Media S.A. 2014-02-01
Series:Frontiers in Psychology
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00069/full
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author Matthew S Cain
Matthew S Cain
William ePrinzmetal
Arthur P Shimamura
Ayelet Nina Landau
Ayelet Nina Landau
Ayelet Nina Landau
author_facet Matthew S Cain
Matthew S Cain
William ePrinzmetal
Arthur P Shimamura
Ayelet Nina Landau
Ayelet Nina Landau
Ayelet Nina Landau
author_sort Matthew S Cain
collection DOAJ
description Action video game players 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-cuing 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. Video game players (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 task. In a version of the attentional blink 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 attentional blink as nVGPs), suggesting that the anti-cuing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences.
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spelling doaj.art-30ca88e496fc478888db999aaad6d7c82022-12-21T23:20:18ZengFrontiers Media S.A.Frontiers in Psychology1664-10782014-02-01510.3389/fpsyg.2014.0006971646Improved control of exogenous attention in action video game playersMatthew S Cain0Matthew S Cain1William ePrinzmetal2Arthur P Shimamura3Ayelet Nina Landau4Ayelet Nina Landau5Ayelet Nina Landau6Brigham & Women's HospitalUniversity of California, BerkleyUniversity of California, BerkleyUniversity of California, BerkleyUniversity of California, BerkleyErnst Strüngmann Institute (ESI) for Neuroscience in Cooperation with Max Planck SocietyHebrew University of JerusalemAction video game players 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-cuing 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. Video game players (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 task. In a version of the attentional blink 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 attentional blink as nVGPs), suggesting that the anti-cuing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences.http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00069/fullAttentional BlinkCueingindividual differencesexogenous attentionVideo game players
spellingShingle Matthew S Cain
Matthew S Cain
William ePrinzmetal
Arthur P Shimamura
Ayelet Nina Landau
Ayelet Nina Landau
Ayelet Nina Landau
Improved control of exogenous attention in action video game players
Frontiers in Psychology
Attentional Blink
Cueing
individual differences
exogenous attention
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 Attentional Blink
Cueing
individual differences
exogenous attention
Video game players
url http://journal.frontiersin.org/Journal/10.3389/fpsyg.2014.00069/full
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