| Literature DB >> 32477224 |
Sabrina Schenk1,2,3, Christian Bellebaum4, Robert K Lech1, Rebekka Heinen5, Boris Suchan1.
Abstract
Categorization learning is a fundamental and complex cognitive ability. The present EEG study examined how much action video gamers differ from non-gamers in the usage of visual exploration and attention driven perceptual analyses during a categorization learning task. Seventeen healthy right-handed non-gamers and 16 healthy right-handed action video gamers performed a visual categorization task with 14 ring stimuli, which were divided into two categories. All stimuli had the same structure but differed with respect to their color combinations and were forming two categories including a prototype, five typical stimuli and one exception. The exception shared most similarities with the prototype of the opposite group. Prototypes and typical stimuli were correctly categorized at an early stage of the experiment, whereas the successful categorization of exceptions occurred later. The behavioral data yield evidence that action video gamers perform correct categorizations of exceptions earlier than non-gamers. Additionally, groups differed with respect to differential expressions of the attention related P150 ERP component (early perceptual analysis) and the N170 ERP component, which reflected differential processing demands for the stimulus material. In comparison to non-gamers, the analyses of the eye movements yield for action video gamers different, more central fixations possibly indicating covert peripheral processing. For both groups fixations as well as saccades decrease and in the case of exceptions, one of the two segments that are decisive for correct categorization shows higher fixation rates at the end of the experiment. These findings indicate for both groups a learning process regarding the stimulus material. Regarding the group differences, we interpret the results to indicate that action video gamers show a different stimulus exploration, use an enhanced early perceptual analysis of the stimulus material and therefore may detect changes in objects faster and learned the belonging of the stimuli to their categories in an earlier trial phase.Entities:
Keywords: abstraction-based strategy; action video games; categorization learning; exception-based strategy; perceptual processing; visual attention
Year: 2020 PMID: 32477224 PMCID: PMC7239510 DOI: 10.3389/fpsyg.2020.00933
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Overview of the stimulus material. The small numbers in the middle represent the stimuli segment (clockwise) on which the stimuli varied from the prototype. The stimuli of both categories shared an average of 3.88 colors within and 2.12 colors between the categories. They shared an average of 4.57 colors with their own prototype and 1.43 with the prototype of the other category (see also Schenk et al., 2016).
FIGURE 2Experimental setup of the categorization task (see also Schenk et al., 2016).
FIGURE 3Correct categorizations of prototypical stimuli and exceptions (in percent).
Percentage of correct categorizations separated for stimulus types and group.
| Gamer | Non-gamer | |
| Block 1 | 62.13 (13.24) | 65.27 (9.68) |
| Block 2 | 75.89 (13.81) | 72.27 (12.53) |
| Block 3 | 82.44 (13.92) | 82.91 (8.76) |
| Block 4 | 89.96 (9.37) | 85.92 (8.34) |
| Block 5 | 93.68 (7.02) | 92.09 (5.83) |
| Block 1 | 41.07 (20.45) | 39.92 (27.44) |
| Block 2 | 50.89 (23.89) | 35.29 (19.80) |
| Block 3 | 79.91 (16.54) | 62.61 (27.49) |
| Block 4 | 80.80 (22.55) | 71.43 (19.40) |
| Block 5 | 88.84 (16.28) | 82.35 (16.58) |
FIGURE 4Correctly categorized exceptions (in percent) for the first (a) and second part (b) of each block.
FIGURE 5Reaction times (ms) for categorization of prototypical stimuli and exceptions.
FIGURE 6Heat map graphs of the eye-tracking data for both stimulus types (A = prototypes, B = exceptions).
Percentage of fixations for each group and both stimuli.
| Stimulus type | Central | Stimulus segments | |||
| Prototypes | 54.10 (5.43) | 45.89 (5.43) | 0.76 | 0.46 | |
| Exceptions | 71.68 (7.92) | 28.33 (7.92) | 2.74 | 0.02* | |
| Prototypes | 52.04 (5.16) | 47.96 (5.16) | 0.40 | 0.70 | |
| Exceptions | 54.17 (5.08) | 45.83 (5.07) | 0.82 | 0.42 |
FIGURE 7Group comparison of the fixation rates on the six stimulus segments and the stimulus center of prototypes and exceptions. All data are presented in percent as mean ± SEM; *p ≤ 0.05.
Mean number of saccades per trial for prototypical and exception stimuli in blocks 1 to 5 in gamers and non-gamers (SD in brackets).
| Gamer | Non-gamer | |
| Block 1 | 2.93 (1.79) | 3.18 (3.35) |
| Block 1 | 2.74 (1.23) | 3.04 (2.69) |
Mean latencies of the first saccade per trial (in ms, SD in brackets) for prototypical and exception stimuli in blocks 1 to 5 in gamers and non-gamers.
| Gamer | Non-gamer | |
| Block 1 | 244.38 (59.40) | 277.61 (56.22) |
| Block 1 | 261.91 (48.43) | 284.99 (63.62) |
Analysis results of the P150 amplitudes (μV).
| Gamer | Non-gamer | |
| Men | 2.71 (1.18) | 0.86 (1.83) |
| Woman | 1.63 (1.22) | 0.80 (2.83) |
| Men | 3.42 (1.89) | 1.91 (1.62) |
| Woman | 2.43 (0.18) | 1.28 (3.21) |
FIGURE 8EEG results at POz position for both stimulus types.
Means and standard deviations of the N 170 amplitudes (μV) for electrode position P7 and P8.
| Gamer | Non-gamer | |||
| P7 | P8 | P7 | P8 | |
| −0.61 (0.78) | −1.12 (1.85) | −2.06 (1.98) | −3.10 (3.2) | |
| −0.98 (0.96) | −0.76 (1.84) | −2.25 (2.33) | −3.22 (3.68) | |