2021
DOI: 10.1007/s41465-021-00215-6
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Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players

Abstract: Action video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions, has not been addressed so far. Based on their improved perceptual skills, AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top-down attentional proce… Show more

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Cited by 7 publications
(4 citation statements)
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References 117 publications
(149 reference statements)
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“…Therefore, this inter-participant difference from the VR-effect might be low. Although some participants could adapt to VR better than others, Pöhlmann et al [ 97 ] reported that the discomfort from VR caused different effects such as illusion strength. This point is known to cause inter-participant differences according to degree of discomfort [ 97 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, this inter-participant difference from the VR-effect might be low. Although some participants could adapt to VR better than others, Pöhlmann et al [ 97 ] reported that the discomfort from VR caused different effects such as illusion strength. This point is known to cause inter-participant differences according to degree of discomfort [ 97 ].…”
Section: Discussionmentioning
confidence: 99%
“…Although some participants could adapt to VR better than others, Pöhlmann et al [ 97 ] reported that the discomfort from VR caused different effects such as illusion strength. This point is known to cause inter-participant differences according to degree of discomfort [ 97 ]. Therefore, the feelings of the participant after the VR experiment should be considered.…”
Section: Discussionmentioning
confidence: 99%
“…Time spent playing video games has also been shown to impact users susceptibility to cybersickness, with individuals that classify as gamers, someone that has spend extensive time playing video games in the past, often experiencing weaker and less sickness symptoms when immersed in HMDs or other more sickness inducing virtual environments (e.g., driving simulators, etc.) [21,37,38,47]. These beneficial effects have been found for both male and female participants with some work [38] even suggesting that these effects might be more pronounced for females rather than males.…”
Section: Females and Males Experience Cybersickness Similarlymentioning
confidence: 93%
“…Similarly, an experiment by Mouloua et al (2005) demonstrated cross-platform training was possible, but that it was only successful when using optokinetic nystagmus (OKN) training, and not a VR HMD ( Mouloua et al, 2005 ). Another study by Pöhlmann and colleagues (2021) found that individuals that spend extensive amounts of time playing action video games (not on HMDs) experienced less VR sickness when exposed to a simple virtual environment compared to individuals that do not play any video games ( Pöhlmann et al, 2021 ). All of these experiments were examining transfer in a way that used a non-VR device as their training mechanism.…”
Section: Related Workmentioning
confidence: 99%