2010
DOI: 10.1167/10.14.33
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Reducing backward masking through action game training

Abstract: Action video game play enhances basic visual skills such as crowding acuity and contrast sensitivity (C. S. Green & D. Bavelier, 2007; R. Li, U. Polat, W. Makous, & D. Bavelier, 2009). Here, we ask whether the dynamics of perception may also be altered as a result of playing action games. A backward masking paradigm was used to test the hypothesis that action video game play also alters the temporal dynamics of vision. As predicted, action gamers showed reduced backward masking and an accompanying training stu… Show more

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Cited by 109 publications
(103 citation statements)
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References 59 publications
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“…They found attentional training effects from the action videogame, and concluded with the very influential claim that "10 days of training on action video-games is sufficient to increase the capacity of visual attention, its spatial distribution and its temporal resolution" (p. 536). Other studies have since reported similar training effects for a variety of tasks (Feng, Spence, & Pratt, 2007;Green & Bavelier, 2006a, 2006bLi et al, 2009;Li et al, 2010; but see Boot, Kramer, Simons, Fabiani, & Gratton, 2008, for a notable exception, further discussed below).…”
Section: The Issue Of Causalitymentioning
confidence: 74%
See 1 more Smart Citation
“…They found attentional training effects from the action videogame, and concluded with the very influential claim that "10 days of training on action video-games is sufficient to increase the capacity of visual attention, its spatial distribution and its temporal resolution" (p. 536). Other studies have since reported similar training effects for a variety of tasks (Feng, Spence, & Pratt, 2007;Green & Bavelier, 2006a, 2006bLi et al, 2009;Li et al, 2010; but see Boot, Kramer, Simons, Fabiani, & Gratton, 2008, for a notable exception, further discussed below).…”
Section: The Issue Of Causalitymentioning
confidence: 74%
“…Typically, participants with experience of videogame play are recruited and compared to groups with little videogame experience. Participants from these two populations have often been found to differ in performance on various tasks involving visuospatial attention and visual function (Cain, Landau, & Shimamura, 2012;Castel, Pratt, & Drummond, 2005;Chisholm, Hickey, Theeuwes, & Kingstone, 2010;Colzato, van Leeuwen, van den Wildenberg, & Hommel, 2010;Green & Bavelier, 2003, 2006a, 2006bHubert-Wallander, Green, Sugarman, & Bavelier, 2011;Karle, Watter, & Shedden, 2010;Li, Polat, Makous, & Bavelier, 2009;Li, Polat, Scalzo, & Bavelier, 2010;Sungur & Boduroglu, 2012;West, Stevens, Pun, & Pratt, 2008), and functional neural activity has been found to differ between the groups (Bavelier, Achtman, Mani, & Föcker, 2012;Granek, Gorbet, & Sergio, 2010;Mishra, Zinni, Bavelier, & Hillyard, 2011;Wu et al, 2012). Why do these difference occur?…”
Section: The Issue Of Causalitymentioning
confidence: 99%
“…Li et al [129] showed differences between AVG player and non-videogamers in the backward masking. These authors showed that AVG training significantly increases these skills in non-video gamers.…”
Section: Visual Temporal Attention In Dyslexia and Action Video Gamesmentioning
confidence: 99%
“…Attentional blink investigations have previously shown better performance in AVGPs 9,30,32 but not in players of mixed action and non-action videogames. 26 The underlying mechanism, however, remains uncertain as to whether these abilities in AVGPs stem from faster sensory processing, 33 superior attention in time, or both of these processes. 15 Of note is that spatial and temporal attention can also be studied in combination using rapid serial visual presentation streams at different visual field locations.…”
Section: Temporal Attentionmentioning
confidence: 99%