Literature DB >> 16359652

Enumeration versus multiple object tracking: the case of action video game players.

C S Green1, D Bavelier.   

Abstract

Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.

Entities:  

Mesh:

Year:  2005        PMID: 16359652      PMCID: PMC2896820          DOI: 10.1016/j.cognition.2005.10.004

Source DB:  PubMed          Journal:  Cognition        ISSN: 0010-0277


  25 in total

1.  Multiple object tracking and attentional processing.

Authors:  C R Sears; Z W Pylyshyn
Journal:  Can J Exp Psychol       Date:  2000-03

2.  What is a visual object? Evidence from target merging in multiple object tracking.

Authors:  B J Scholl; Z W Pylyshyn; J Feldman
Journal:  Cognition       Date:  2001-06

3.  Attention response functions: characterizing brain areas using fMRI activation during parametric variations of attentional load.

Authors:  J C Culham; P Cavanagh; N G Kanwisher
Journal:  Neuron       Date:  2001-11-20       Impact factor: 17.173

4.  Individual differences in working memory capacity and enumeration.

Authors:  S W Tuholski; R W Engle; G C Baylis
Journal:  Mem Cognit       Date:  2001-04

5.  The discrimination of visual number.

Authors:  E L KAUFMAN; M W LORD
Journal:  Am J Psychol       Date:  1949-10

6.  Cortical fMRI activation produced by attentive tracking of moving targets.

Authors:  J C Culham; S A Brandt; P Cavanagh; N G Kanwisher; A M Dale; R B Tootell
Journal:  J Neurophysiol       Date:  1998-11       Impact factor: 2.714

7.  The magic number 4 +/- 0: a new look at visual numerosity judgements.

Authors:  J Atkinson; F W Campbell; M R Francis
Journal:  Perception       Date:  1976       Impact factor: 1.490

8.  Computer games and information-processing skills.

Authors:  H Yuji
Journal:  Percept Mot Skills       Date:  1996-10

9.  Action video game modifies visual selective attention.

Authors:  C Shawn Green; Daphne Bavelier
Journal:  Nature       Date:  2003-05-29       Impact factor: 49.962

10.  Early childhood computer experience and cognitive and motor development.

Authors:  Xiaoming Li; Melissa S Atkins
Journal:  Pediatrics       Date:  2004-06       Impact factor: 7.124

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  113 in total

1.  Combining computer game-based behavioural experiments with high-density EEG and infrared gaze tracking.

Authors:  Keith J Yoder; Matthew K Belmonte
Journal:  J Vis Exp       Date:  2010-12-16       Impact factor: 1.355

2.  Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition.

Authors:  Lorenza S Colzato; Wery P M van den Wildenberg; Sharon Zmigrod; Bernhard Hommel
Journal:  Psychol Res       Date:  2012-01-22

3.  Which aspects of visual attention are changed by deafness? The case of the Attentional Network Test.

Authors:  Matthew W G Dye; Dara E Baril; Daphne Bavelier
Journal:  Neuropsychologia       Date:  2007-01-10       Impact factor: 3.139

4.  Workload assessment of computer gaming using a single-stimulus event-related potential paradigm.

Authors:  Brendan Z Allison; John Polich
Journal:  Biol Psychol       Date:  2007-11-04       Impact factor: 3.251

5.  Action-video-game experience alters the spatial resolution of vision.

Authors:  C S Green; D Bavelier
Journal:  Psychol Sci       Date:  2007-01

6.  Selecting and perceiving multiple visual objects.

Authors:  Yaoda Xu; Marvin M Chun
Journal:  Trends Cogn Sci       Date:  2009-03-09       Impact factor: 20.229

Review 7.  Video games as a tool to train visual skills.

Authors:  R L Achtman; C S Green; D Bavelier
Journal:  Restor Neurol Neurosci       Date:  2008       Impact factor: 2.406

Review 8.  Exercising your brain: a review of human brain plasticity and training-induced learning.

Authors:  C S Green; D Bavelier
Journal:  Psychol Aging       Date:  2008-12

9.  Can training in a real-time strategy video game attenuate cognitive decline in older adults?

Authors:  Chandramallika Basak; Walter R Boot; Michelle W Voss; Arthur F Kramer
Journal:  Psychol Aging       Date:  2008-12

10.  Action video games do not improve the speed of information processing in simple perceptual tasks.

Authors:  Don van Ravenzwaaij; Wouter Boekel; Birte U Forstmann; Roger Ratcliff; Eric-Jan Wagenmakers
Journal:  J Exp Psychol Gen       Date:  2014-06-16
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