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Action video games and informal education: Effects on strategies for dividing visual attention

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Abstract

Two experiments investigated the effects of video game expertise on divided visual attention in college students. Divided attention was measured by using response time to targets of varying probabilities at two locations on a computer screen. In one condition the target appeared 10% of the time in one location (low probability position), 80% of the time in the other location (high probability position), and 10% of the time in both locations. In the other condition the target appeared 45% of the time in each position (equiprobable or neutral positions) and 10% of the time in both positions. The subjects for Experiment 1 represented two extremes of video game skill (labeled experts, novices), whereas the subjects for Experiment 2 were an unselected group with a continuous distribution of video game performance (labeled more skillful, less skillful). Experiment 1 established that video game experts were similar to novices in manifesting an attentional benefit (manifested in faster response time) at the high probability position (relative to a neutral or equiprobable position). However, unlike novices, experts did not show an attentional cost (manifested as slower response time) at the low probability position (again relative to a neutral position). Experts also had significantly faster response times than novices at both the 10% and 80% positions, but not at the 45% position. Experiment 2 established that video game experience was a causal factor in improving strategies of divided attention. Five hours of play on a video game called Robotron produced a significant decrease in response time at the 10% location, the locus of the expert-novice difference in Experiment 1.
... environment (Corbetta and Shulman, 2002). One of the first scientific studies to address visual attention in AVGPs, compared to NVGPs, reported that they had lower costs associated with targets appearing at low-probability locations in a stimulus detection paradigm (Greenfield et al., 1994). Based on this finding, Greenfield et al. (1994) suggested that playing action video games may enhance the ability to allocate and divide attention, thereby improving visual search performance. ...
... One of the first scientific studies to address visual attention in AVGPs, compared to NVGPs, reported that they had lower costs associated with targets appearing at low-probability locations in a stimulus detection paradigm (Greenfield et al., 1994). Based on this finding, Greenfield et al. (1994) suggested that playing action video games may enhance the ability to allocate and divide attention, thereby improving visual search performance. ...
... Hence, the AVGP advantage consistently reported in other studies may be based on early, low-level processing. AVGPs have been shown to benefit from low-level spatial and temporal factors in their visual (Green and Bavelier, 2006;Greenfield et al., 1994;Schubert et al., 2015;Wong and Chang, 2018;Xuemin and Bin, 2010), auditory (Green et al., 2010;Stewart et al., 2019), or audiovisual (Zhang et al., 2017) search tasks. A recent meta-analysis confirmed a small impact of AVG playing on higher cognitive performance such as inhibition (g = 0.31, 95% CI [0.07, 0.56], df = 7.2, p = 0.02) and verbal cognition (g = 0.30, 95% CI [0.03, 0.56], df = 7.7 p = 0.033), while there was no significant impact on problemsolving in cross-sectional studies (Bediou et al., 2018). ...
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Prior studies investigating the effects of routine action video game play have demonstrated improvements in a variety of cognitive processes, including improvements in attentional tasks. However, there is little evidence indicating that the cognitive benefits of playing action video games generalize from simplified unisensory stimuli to multisensory scenes — a fundamental characteristic of natural, everyday life environments. The present study addressed if video game experience has an impact on crossmodal congruency effects when searching through such multisensory scenes. We compared the performance of action video game players (AVGPs) and non-video game players (NVGPs) on a visual search task for objects embedded in video clips of realistic scenes. We conducted two identical online experiments with gender-balanced samples, for a total of . Overall, the data replicated previous findings reporting search benefits when visual targets were accompanied by semantically congruent auditory events, compared to neutral or incongruent ones. However, according to the results, AVGPs did not consistently outperform NVGPs in the overall search task, nor did they use multisensory cues more efficiently than NVGPs. Exploratory analyses with self-reported gender as a variable revealed a potential difference in response strategy between experienced male and female AVGPs when dealing with crossmodal cues. These findings suggest that the generalization of the advantage of AVG experience to realistic, crossmodal situations should be made with caution and considering gender-related issues.
... Outros estudos têm avaliado intervenções com o uso de jogos digitais para aprimoramento da atenção. O caso da investigação de Greenfield et al. (1994), os quais realizaram dois experimentos com estudantes universitários para investigar os efeitos da interação com games sobre a atenção visual dividida. Participaram dos experimentos, no primeiro 34 universitários e no segundo 40, todos do sexo masculino. ...
... Sobre os efeitos dos jogos sobre a atenção é preciso considerar o tipo de tarefa e atenção exigida. Ao avaliar-se a atenção visual, enquanto capacidade de filtrar rápida e eficientemente distratores visuais que são rapidamente apresentados, há fortes indícios de que os jogos digitais de ação melhoram muito essa habilidade (GREEN; BAVELIER, 2006;GREENFIELD, 1994;FENG;PRATT, 2008). Porém, se analisamos a capacidade de manter o foco em um fluxo de informações que evolui lentamente, como atenção na aula, há resultados de pesquisas que sugerem que o tempo total da tela e o vídeo tempo de interação com games em particular, pode ter efeitos negativos. . ...
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Este trabalho aborda a capacidade de atenção e a intensa interação com as tecnologias digitais de acesso à informação e a comunicação na infância. O objetivo é analisar se a interação com as tecnologias e jogos digitais na infância interfere sobre o desempenho dos diferentes tipos de atenção. Realizou-se uma pesquisa ex post facto com 169 crianças de uma escola brasileira e de duas portuguesas, coletando dados por meio da aplicação de um questionário junto aos pais ou responsáveis e aplicação de uma bateria de testes psicológicos que mensuraram o desempenho da atenção concentrada, dividida e alternada. Os resultados indicaram que o smartphone é o dispositivo mais utilizado, a interação com jogos digitais e o acesso a vídeos são as atividades mais frequentes. Não se observou associação entre o tempo de acesso as tecnologias e jogos digitais e o desempenho dos diferentes tipos de atenção mensurados. Entretanto, as crianças portuguesas tiveram um desempenho da atenção signitivamente superior ao das crianças brasileiras. Ressalta-se que conhecer os diferentes fatores que influenciam sobre essa relação podem oferecer subsídios à organização dos currículos e políticas públicas de educação, bem como prevenir dificuldade de aprendizagem e zelar pela qualidade de vida e saúde das crianças e futuros adultos.
... In addition, reports were published that games are beneficial for cognitive functions [1]. The results of some studies showed that gamers have faster response times in processes that require rapid response [14]. The results of a meta-analysis study showed that games positively support visual perception [15]. ...
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