2006
DOI: 10.1037/0096-1523.32.6.1465
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Effect of action video games on the spatial distribution of visuospatial attention.

Abstract: 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… Show more

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Cited by 557 publications
(566 citation statements)
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References 55 publications
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“…Overall, gamers are also much faster at search tasks across all levels of load and congruency. Gamers are more accurate than nongamers under all conditions, and this effect holds even when they are performing a concurrent central task, ruling out the possibility that this effect derives from improved direction of attention (Green & Bavelier, 2006). The benefits of gaming in other tasks such as the attentional blink paradigm (Green & Bavelier, 2003) suggest that these studies reflect real improvements in visual attention rather than greater distractibility (Lavie, 2005).…”
Section: Attentional Plasticity In Video-game Playersmentioning
confidence: 93%
“…Overall, gamers are also much faster at search tasks across all levels of load and congruency. Gamers are more accurate than nongamers under all conditions, and this effect holds even when they are performing a concurrent central task, ruling out the possibility that this effect derives from improved direction of attention (Green & Bavelier, 2006). The benefits of gaming in other tasks such as the attentional blink paradigm (Green & Bavelier, 2003) suggest that these studies reflect real improvements in visual attention rather than greater distractibility (Lavie, 2005).…”
Section: Attentional Plasticity In Video-game Playersmentioning
confidence: 93%
“…Specifically, action video game play has been shown to result in enhanced allocation of visual attention across space (Green & Bavelier, 2003, 2006a, greater temporal resolution of visual attention (Green & Bavelier, 2003), reduced attentional capture (Chisholm, Hickey, Theeuwes, & Kingstone, 2010;Chisholm & Kingstone, 2012), greater dual-task and task-switching performance (Colzato, van Leeuwen, van den Wildenberg, & Hommel, 2010;Strobach, Frensch, & Schubert, 2012; but see also Donohue, James, Eslick, & Mitroff, 2012), overall greater attentional capacity (Green & Bavelier, 2003), superior selective attention (Bavelier, Achtman, Mani, & Focker, 2012), and enhanced visual processing speed (Dye, Green, & Bavelier, 2009b). Notably, training studies have also provided evidence consistent with a causal link between action video game play and these benefits to visual attention (Dye et al, 2009b;Feng, Spence, & Pratt, 2007;Green & Bavelier, 2003, 2006a, 2007Green, Pouget, & Bavelier, 2010; but see also Boot et al, 2008). In addition, AVGPs also demonstrate a compelling processing speed advantage: Dye et al (2009b) reported significantly reduced response times among AVGPs in the context of a variety of perceptual and attentional tasks.…”
mentioning
confidence: 99%
“…Note that in this Motion Object Tracking design, unlike others, participants are not asked to recall each initially cued target, thus minimizing the role of WM and providing a more objective measure of object tracking. Overall, the ability to track moving objects is enhanced by action videogame play in adults 25,26,32 and in children. 30,34 Sustained attention…”
Section: Object-based Attentionmentioning
confidence: 99%
“…Green and Bavelier 9,25 showed that action videogaming experience improves performance on all subtests of the UFOV, but especially on the third subtest, which requires selection of a target among distractors. It is notable that the investigators showed benefits to peripheral visuospatial attention at far lateral eccentricities that were outside the visual field of typical gameplay.…”
Section: Introductionmentioning
confidence: 99%