| Literature DB >> 24058667 |
Andrew J Latham1, Lucy L M Patston, Christine Westermann, Ian J Kirk, Lynette J Tippett.
Abstract
Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction.Entities:
Mesh:
Year: 2013 PMID: 24058667 PMCID: PMC3776734 DOI: 10.1371/journal.pone.0075231
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1Diagram of Electrical Geodesic 128-electrode net (standard 10-20 system).
Black circles and black line connectors show electrode clusters used for left and right hemisphere.
Figure 2Mean reaction time by hand used for expert video-game players and non-video-game players.
Error bars represent standard error.
Figure 3Grand mean waveforms in left and right hemisphere occipital electrode clusters for non-video-game players and expert video-game players during stimulus presentation in the left and right visual field.
Figure 4Mean interhemispheric transfer time for each direction for expert video-game players and non-video-game players.
Error bars represent standard error.
Figure 5Mean absolute N1 latency for direct pathways for each hemisphere for expert video-game players and non-video-game players.
Error bars represent standard error.