2015
DOI: 10.1016/j.actpsy.2015.03.005
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Video game experience and its influence on visual attention parameters: An investigation using the framework of the Theory of Visual Attention (TVA)

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Cited by 56 publications
(62 citation statements)
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References 71 publications
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“…The partial report task leads to measuring the parameters α, w lat , and w vert (Kyllingsbaek 2006). Using this model of visual attention, Schubert et al (2015) explored the underlying mechanisms of the outperformance from videogame players on attentional tasks. They recruited 34 participants including 17 videogame players (i.e., playing 10 h per week in the past 6 months) and tested them with the whole and partial report tasks.…”
Section: Strobachmentioning
confidence: 99%
See 1 more Smart Citation
“…The partial report task leads to measuring the parameters α, w lat , and w vert (Kyllingsbaek 2006). Using this model of visual attention, Schubert et al (2015) explored the underlying mechanisms of the outperformance from videogame players on attentional tasks. They recruited 34 participants including 17 videogame players (i.e., playing 10 h per week in the past 6 months) and tested them with the whole and partial report tasks.…”
Section: Strobachmentioning
confidence: 99%
“…In conclusion, the current literature on attention agrees on several important points. Firstly, videogame players appear to exhibit a better global attention level, as their processing speed is increased compared to non-players (Cain and Mitroff 2011;Castel et al 2005;Chisholm et al 2010;Mishra et al 2011;Schubert et al 2015), even though some studies contest these findings (Cain et al 2014;Irons et al 2011). To nuance these results, Krishnan et al (2013) demonstrated that the improvement in the attentional capacities are greatly influenced by the type of games played, with FPS players exhibiting better attentional processing than RPG players.…”
Section: Strobachmentioning
confidence: 99%
“…Single components of our integrated method might have contributed to the improved results. Video game training improves visual search performance (Schubert et al, 2015) and executive control (Strobach, Frensch, & Schubert, 2012), but cognitive training alone might have limited efficacy in professional sports.…”
Section: Neuroplus Biofeedbackmentioning
confidence: 99%
“…First, controlled lab-based studies showed that mentally effortful new experiences have the potential to produce changes in those cognitive and neuronal systems that support the acquisition of new skills. For instance, video-game training studies demonstrated positive effects on perception (e.g., Buckley et al 2010;Green and Bavelier 2007;Li et al 2009), attention (e.g., Bavelier 2003, 2006a, b;Schubert et al 2015), processing speed (e.g., Castel et al 2005;Dye et al 2009), and executive functioning (e.g., Anguera et al 2013;Strobach et al 2012a). Further, there is a large bulk of studies showing such effects as a result of training with working memory tasks (e.g., Au et al 2015;Klingberg 2010;Koenen et al 2016;Morrison and Chein 2011;Salminen et al 2016a, b) (however, for a critical view, see Melby-Lervåg and Hulme 2013;Shipstead et al 2012) next to demonstrations of positive effects of physical activity, music training, meditation, etc.…”
Section: Previous Studies On Computer-based Cognitive Trainingsmentioning
confidence: 99%