| Literature DB >> 25713551 |
Adam C Oei1, Michael D Patterson1.
Abstract
Despite increasing evidence that shows action video game play improves perceptual and cognitive skills, the mechanisms of transfer are not well-understood. In line with previous work, we suggest that transfer is dependent upon common demands between the game and transfer task. In the current study, participants played one of four action games with varying speed, visual, and attentional demands for 20 h. We examined whether training enhanced performance for attentional blink, selective attention, attending to multiple items, visual search and auditory detection. Non-gamers who played the game (Modern Combat) with the highest demands showed transfer to tasks of attentional blink and attending to multiple items. The game (MGS Touch) with fewer attentional demands also decreased attentional blink, but to a lesser degree. Other games failed to show transfer, despite having many action game characteristics but at a reduced intensity. The results support the common demands hypothesis.Entities:
Keywords: action video games; selective attention; training; transfer
Year: 2015 PMID: 25713551 PMCID: PMC4322619 DOI: 10.3389/fpsyg.2015.00113
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Summary of hypothesized demands of the videogames and cognitive tasks used.
| Modern combat | High | High | High | High | Low |
| MGS Touch | Moderate | Moderate | Low | Moderate | Low |
| Super sniper | Moderate | None | None | Low | Moderate |
| Deer hunter | None | None | None | Very low | Very low |
Figure 1Sample trials for visual search set sizes 8, 16, and 24.
Figure 2Changes (Δ) in T2 detection accuracy rate for each training group following training. Asterisks denote statistical significance at p < 0.05. Error bars denote 95% CI.
Figure 3Detection sensitivity (. Asterisk denote statistical significant change at p < 0.05. Error bars denote 95% CI.