The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but also in central vision. The authors then used a target localization task to unambiguously establish that gaming enhances the spatial distribution of visual attention over a wide field of view. Gamers were more accurate than nongamers at all eccentricities tested, and the advantage held even when a concurrent center task was added, ruling out a trade-off between central and peripheral attention. By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field.
Keywords video games; attention; useful field of viewVisual acuity, or the ability to discriminate small changes in shape in central vision, is a key determinant of vision. Ask someone how good their vision is, and they will typically comment on their ability to read a sign, to recognize faces from afar, or to score 20/20 on an optometrist's eye chart. However, many of the visual tasks people complete on a day-to-day basis bear little relation to the ability to read the bottom line on an eye chart. For instance, driving does not require perfect acuity (many U.S. states require that one's vision be only 20/40 to receive a driver's license). Instead, the most common visual demands present while driving involve focusing attention on relevant stimuli, such as pedestrians, animals, and other cars, while ignoring the many irrelevant distractors that clutter the visual environment. The dichotomy between visual acuity and visual attention has been exemplified by many studies (Ball, Beard, Roenker, Miller, & Griggs, 1988;Ball & Owsley, 1991;Ball, Owsley, & Beard, 1990;Ball, Owsley, Sloane, Roenker, & Bruni, 1993;Intriligator & Cavanagh, 2001;Owsley, Ball, & Keeton, 1995;Sekuler & Ball, 1986), with the general finding being that simple tests of visual acuity and perimetry are poor predictors of performance on tasks that demand effective visuospatial attention.A number of paradigms have been developed with the goal of quantitatively measuring visual selective attention