| Literature DB >> 32918271 |
Joe Cutting1, Paul Cairns2, Gustav Kuhn3.
Abstract
Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 and 4 found that post-game image recognition was very low if the images were irrelevant to the game task but significantly higher if the images were relevant to the task. We conclude that games create sustained attentional selection away from task-irrelevant features, even if they are in full view, which leads to reduced retention. This reduced retention is due to differences in attentional set rather than a response to limited processing resources. The consistency of this attentional selection is moderated by the level of immersion in the game. We also discuss possible attentional mechanisms for the changes in recognition rates and the implications for applications such as serious games.Entities:
Keywords: Attention: Divided Attention and Inattention; Attention: Interactions with Memory; Attention: Selective
Mesh:
Year: 2020 PMID: 32918271 PMCID: PMC7593291 DOI: 10.3758/s13414-020-02122-y
Source DB: PubMed Journal: Atten Percept Psychophys ISSN: 1943-3921 Impact factor: 2.199
Fig. 1(a) The High immersion game with in-game distractors. Players have to join dots of the same color. The images inside the dots change every 5s. (b) The Low immersion game with in-game distractors has dots all the same color, which is less engaging. (c) The distractor recognition test. Participants need to choose one image from the two. One of these images has been shown to the participant during the experiment. The other has not been shown before
Results from Experiments 1 and 2
| Experiment | Experiment | |||
|---|---|---|---|---|
| High immersion | Low immersion | High immersion | Low immersion | |
| n | 18 | 18 | 80 | 80 |
| Images recognized | ||||
| Mean | 16.1 | 18.3 | 17.6 | 20.0 |
| SD | 3.01 | 3.01 | 3.46 | 3.17 |
| Immersion | ||||
| Mean | 103 | 92.9 | 114 | 95.0 |
| SD | 14.2 | 10.8 | 14.0 | 17.0 |
Fig. 2Violin plot of images recognized in Experiments 1 and 2
Fig. 3Violin plot of immersion in Experiments 1 and 2
Fig. 4(a) Match colors variant of Two Dots in which participants join dots of the same color. (b) Match images variant of Two Dots in which participants join dots of the same image. Every 5s all the images change to a different color
Results from Experiments 3 and 4
| Experiment | Experiment | |||
|---|---|---|---|---|
| Match images | Match colors | Match images | Match colors | |
| n | 18 | 18 | 80 | 80 |
| Images recognized | ||||
| Mean | 21.0 | 16.0 | 21.4 | 18.2 |
| SD | 2.45 | 2.67 | 3.54 | 3.75 |
| Immersion | ||||
| Mean | 109 | 106 | 115 | 114 |
| SD | 11.8 | 14.3 | 14.8 | 15.0 |
| Game performancea | ||||
| Mean | 8.30 | 7.95 | 8.78 | 8.60 |
| SD | 1.13 | 1.28 | 1.33 | 1.45 |
aExperiment 4 had an additional short training level that was not in Experiment 3, which means that performance is not directly comparable between the experiments
Fig. 5Violin plot of images recognized in Experiments 3 and 4
Fig. 6Violin plot of immersion in Experiments 3 and 4
Experiment 3: Hierarchical linear regression which shows the effect of adding different factors to a model to predict the number of distractor images recognized
| Model | R | R2 | R2 change | F change | Df | Significance F change |
|---|---|---|---|---|---|---|
| Game condition | 0.711 | 0.506 | 0.506 | 38.927 | 38 | <.001 |
| Game condition and immersion | 0.711 | 0.506 | <0.01 | 0.001 | 37 | .972 |
| Game condition, immersion, performance | 0.715 | 0.512 | <0.01 | 0.409 | 36 | .527 |
Experiment 4: Hierarchical linear regression which shows the effect of adding different factors to a model to predict the number of distractor images recognized
| Model | R | R2 | R2 change | F change | Df | Significance F change |
|---|---|---|---|---|---|---|
| Game condition | .404 | .163 | .163 | 30.874 | 158 | <.001 |
| Game condition and immersion | .421 | .177 | .013 | 2.556 | 157 | .112 |
| Game condition, immersion, performance | .431 | .186 | .009 | 1.751 | 156 | .188 |
1 With VIF statistics in the range 1.00–1.23 and tolerance statistics in the range 0.89–1.00