2013
DOI: 10.3758/s13414-013-0440-2
|View full text |Cite
|
Sign up to set email alerts
|

Playing shooter and driving videogames improves top-down guidance in visual search

Abstract: Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identifi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

7
93
2
2

Year Published

2015
2015
2021
2021

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 107 publications
(109 citation statements)
references
References 58 publications
7
93
2
2
Order By: Relevance
“…These findings add to evidence that action game play can reduce RTs on a number of laboratory tasks (Dye et al, 2009). The absence of a reduction in the Simon Effect for participants in the Sight Training or control groups is also consistent with previous evidence for training improvements that are specific to action games (Wu & Spence, 2013). In addition, our results provide the first direct evidence of training that generalizes from action game play to a laboratory task used to induce conflict during response selection (Hommel, 2011).…”
Section: Discussionsupporting
confidence: 90%
See 2 more Smart Citations
“…These findings add to evidence that action game play can reduce RTs on a number of laboratory tasks (Dye et al, 2009). The absence of a reduction in the Simon Effect for participants in the Sight Training or control groups is also consistent with previous evidence for training improvements that are specific to action games (Wu & Spence, 2013). In addition, our results provide the first direct evidence of training that generalizes from action game play to a laboratory task used to induce conflict during response selection (Hommel, 2011).…”
Section: Discussionsupporting
confidence: 90%
“…Video game play has also been associated with an increase in the speed of visual processing and faster response times (RTs) (Dye, Green, & Bavelier, 2009). Game play decreases the attentional blink (Green & Bavelier, 2003), increases search efficiency (Wu & Spence, 2013), and decreases attentional capture by task-irrelevant distractors (Chisholm, Hickey, Thweeuwes, & Kingstone, 2010). These improvements have been observed in non-game players who have undergone as little as 10 hours' training, indicating rapid changes in perceptual sensitivity and attentional control that generalize from game play to laboratory and real-world tasks (see Bavelier, Green, Pouget, and Schrater (2012) and Spence and Feng (2010) for reviews).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In the more than 10 years that have passed since this study, a vast amount of work has been published on the potential use of action video games to enhance various processes such as perception (Donohue et al 2010;Dye et al 2009;Li et al 2010b), attention (e.g., Dye et al 2009;Dye and Bavelier 2010;Green and Bavelier 2003HubertWallander et al 2011;Li et al 2010a, b;Wu and Spence 2013;Wu et al 2012), and higher-level cognition including task switching (Chiappe et al 2013;Colzato et al 2010;Green et al 2012;Strobach et al 2012), multi-tasking (Strobach et al 2012), and some aspects of short-term/working memory (Blacker and Curby 2013;Blacker et al 2014;Colzato et al 2013;McDermott et al 2014;Sungur and Boduroglu 2012;Wilms et al 2013). Indeed, the literature on the relationship between video game play and cognitive and perceptual performance is now sufficiently large enough to allow for metaanalyses to be conducted (Bediou et al under review;Powers et al 2013).…”
Section: Introductionmentioning
confidence: 99%
“…In tasks that do not employ linguistic stimuli, both AVG players and individuals without video games experience but trained with AVG (or driving games) were found to have better skills than control group [79]. Where participants have simply to count the amount of stimuli (dots) on the screen, children with DD resulted mildly impaired, mainly with larger quantities [80,81].…”
Section: Visual Spatial Attention In Dyslexia and Action Video Gamesmentioning
confidence: 99%