Literature DB >> 22160821

Improved top-down control reduces oculomotor capture: the case of action video game players.

Joseph D Chisholm1, Alan Kingstone.   

Abstract

Action video game players (AVGPs) have been demonstrated to outperform non-video-game players(NVGPs) on a range of cognitive tasks. Evidence to date suggests that AVGPs’ enhanced performance in attention based tasks can be accounted for by improved top-down control over the allocation of visuospatial attention. Thus,we propose that AVGPs provide a population that can be used to investigate the role of top-down factors in key models of attention. Previous work using AVGPs has indicated that they experience less interfering effects from a salient but task-irrelevant distractor in an attentional capture paradigm (Chisholm, Hickey, Theeuwes, & Kingstone,2010). Two fundamentally different bottom-up and top-down models of attention can account for this result. In the present study, we compared AVGP and NVGP performance in an oculomotor capture paradigm to address when and how top-down control modulates capture. In tracking eye movements, we acquired an explicit measurement of attention allocation and replicated the covert attention effect that AVGPs are quicker than NVGPs to attend to a target in the presence of a task-irrelevant distractor. Critically, our study reveals that this top-down gain is the result of fewer shifts of attention to the salient distractor, rather than faster disengagement after bottom-up capture has occurred. This supports the theory that top-down control can modulate the involuntary capture of attention [added].

Mesh:

Year:  2012        PMID: 22160821     DOI: 10.3758/s13414-011-0253-0

Source DB:  PubMed          Journal:  Atten Percept Psychophys        ISSN: 1943-3921            Impact factor:   2.199


  16 in total

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Authors:  Ela Malkovsky; Colleen Merrifield; Yael Goldberg; James Danckert
Journal:  Exp Brain Res       Date:  2012-06-23       Impact factor: 1.972

Review 2.  How to Assess Gaming-Induced Benefits on Attention and Working Memory.

Authors:  Jyoti Mishra; Daphne Bavelier; Adam Gazzaley
Journal:  Games Health J       Date:  2012-06

3.  Effects of video-game play on information processing: a meta-analytic investigation.

Authors:  Kasey L Powers; Patricia J Brooks; Naomi J Aldrich; Melissa A Palladino; Louis Alfieri
Journal:  Psychon Bull Rev       Date:  2013-12

4.  Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

Authors:  Pedro Cardoso-Leite; Rachel Kludt; Gianluca Vignola; Wei Ji Ma; C Shawn Green; Daphne Bavelier
Journal:  Atten Percept Psychophys       Date:  2016-01       Impact factor: 2.199

5.  Action video games and improved attentional control: Disentangling selection- and response-based processes.

Authors:  Joseph D Chisholm; Alan Kingstone
Journal:  Psychon Bull Rev       Date:  2015-10

6.  Age-related changes in visual exploratory behavior in a natural scene setting.

Authors:  Johanna Hamel; Sophie De Beukelaer; Antje Kraft; Sven Ohl; Heinrich J Audebert; Stephan A Brandt
Journal:  Front Psychol       Date:  2013-06-21

Review 7.  Are videogame training gains specific or general?

Authors:  Adam C Oei; Michael D Patterson
Journal:  Front Syst Neurosci       Date:  2014-04-08

8.  Enhancing cognition with video games: a multiple game training study.

Authors:  Adam C Oei; Michael D Patterson
Journal:  PLoS One       Date:  2013-03-13       Impact factor: 3.240

9.  Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.

Authors:  Laura Steenbergen; Roberta Sellaro; Ann-Kathrin Stock; Christian Beste; Lorenza S Colzato
Journal:  PLoS One       Date:  2015-12-10       Impact factor: 3.240

10.  Improved control of exogenous attention in action video game players.

Authors:  Matthew S Cain; William Prinzmetal; Arthur P Shimamura; Ayelet N Landau
Journal:  Front Psychol       Date:  2014-02-10
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