| Literature DB >> 34269794 |
Aline F Cretenoud1,2, Arthur Barakat1,3,4,5, Alain Milliet4,6, Oh-Hyeon Choung1,7, Marco Bertamini8,9,10, Christophe Constantin4,11, Michael H Herzog1,12.
Abstract
It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance. We tested 94 players ranging from beginners to experts with a battery of visual paradigms, such as visual acuity and contrast detection. In addition, we assessed performance in specific gaming skills, such as shooting and tracking, and administered personality traits. All measures together explained about 70% of the variance of the players' rank. In particular, regression models showed that a few visual abilities, such as visual acuity in the periphery and the susceptibility to the Honeycomb illusion, were strongly associated with the players' rank. Although the causality of the effect remains unknown, our results show that high-rank players perform better in certain visual skills compared to low-rank players.Entities:
Year: 2021 PMID: 34269794 PMCID: PMC8297421 DOI: 10.1167/jov.21.7.10
Source DB: PubMed Journal: J Vis ISSN: 1534-7362 Impact factor: 2.240
Figure 1.Actual (dark gray) and best (light gray) CS:GO ranks summarized in boxplots (left panel) and shown for each participant (right panel). The higher the rank, the better.
Visual paradigms. Notes: Trials with response times longer than three seconds after the stimulus onset were replaced in the Crowd, Contrast, Orient, RDK, VBM, and VisSrch paradigms. In the Saccade paradigm, positive or negative feedback was provided at the end of each trial as a happy or sad smiley, respectively. In contrast, only negative auditory feedback was provided in the Crowd, Contrast, NBack, Orient, RDK, VBM, and VisSrch paradigms.
Figure 2.Schematic and exemplary representations of some of the visual paradigms tested. (a) Crowding: the size of the E optotype (left panel) and the distance between the target and distracting optotypes (right panel) varied according to a staircase procedure; (b) contrast sensitivity; (c) N-back with N = 1; (d) orientation discrimination; (e) horizontal (left panel) and radial (right panel) random dot kinematograms (cyan arrows indicate motion direction and were not part of the stimulus); (f) Freiburg visual acuity; (g) visual search (left panel: four-line condition; right panel: 16-line condition); (h) VBM with a five-element grating.
Figure 3.The Honeycomb illusion with (a) black (HC black) and (b) white (HC white) barbs and the Extinction illusion with (c) black (EX black) and (d) white (EX white) dots. The red adjustable ellipse and fixation cross are not depicted here. The images (a) to (d) need to be enlarged so as to fill a large proportion of the visual field; for details, see Bertamini et al. (2016). The battery of other illusions: (e) CS: contrast, (f) EB: Ebbinghaus, (g) ML: Müller-Lyer, (h) PD: Poggendorff, (i) PZ: Ponzo, (j) TT: Tilt, (k) VH: vertical-horizontal, (l) WH: White, and (m) ZN: Zöllner. Illusions (e) to (m) were all tested with two conditions. For example, the upper horizontal line of the Ponzo illusion was adjusted to match the length of the lower horizontal line, or inversely.
Correlations between each pair of visual (green), gaming (orange), and CS:GO related (purple) variables expressed as correlation coefficients (Pearson's r). A color scale from blue to red shows the effect sizes from r = −1 to r = 1. Numbers in italics indicate significant results without correction (α = 0.05) and bold numbers indicate significant results with Bonferroni correction (α = 0.05/990). See Supplementary Table S4 for the correlations with other questionnaire variables.
|
|
Rotated factor loadings from an EFA on the visual variables only and after promax (i.e., oblique) rotation. A color scale from blue (negative loadings) to red (positive loadings) is shown. Factor loadings larger than 0.55 are highlighted (bold).
Figure 4.Schematic representation of the path model computed to determine to what extent the players’ rank can be predicted by the visual, gaming, and questionnaire variables. The numbers in brackets indicate the number of variables considered. The visual variables not only regressed on the actual CS:GO ranks but also on the gaming variables.
Standardized path coefficients (*p < 0.05, **p < 0.01, ***p < 0.001) from the path model (see Figure 4) and variance explained (r) of each endogenous variable. The strength of the standardized path coefficients is indicated with a color scale from blue (negative loadings) to red (positive loadings).
|
|