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. 2014 Feb 10:5:69.
doi: 10.3389/fpsyg.2014.00069. eCollection 2014.

Improved control of exogenous attention in action video game players

Affiliations

Improved control of exogenous attention in action video game players

Matthew S Cain et al. Front Psychol. .

Abstract

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.

Keywords: attentional blink; cueing; exogenous attention; individual differences; video game players.

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Figures

FIGURE 1
FIGURE 1
Example trial. Four placeholder boxes and a central fixation dot were always visible. At the beginning of each trial, one box would darken. After either 40 or 600 ms, the stimulus array would appear and participants would report whether a “T” or an “F” was present.
FIGURE 2
FIGURE 2
Response time results for Experiment 1 for the Short SOA (A) and Long SOA (B) conditions. Error bars represent the standard error of the mean.
FIGURE 3
FIGURE 3
Example trial for the attentional blink task in Experiment 2. Targets were numbers among distractor letters. The first target was white and always present. The second target was black and present on 77% of trials.
FIGURE 4
FIGURE 4
Results from Experiment 2 showing second target accuracy for trials on which the first target was correctly identified as a function of inter-target Lag. nVGPs non-significantly outperformed VGPs at all lags. Error bars represent standard error of the mean.

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