scholarly journals The effect of action video game playing on the useful field of view

2004 ◽  
Vol 4 (11) ◽  
pp. 52-52
Author(s):  
C. S. Green ◽  
D. Bavelier
2015 ◽  
Vol 282 (1808) ◽  
pp. 20142952 ◽  
Author(s):  
Greg L. West ◽  
Brandi Lee Drisdelle ◽  
Kyoko Konishi ◽  
Jonathan Jackson ◽  
Pierre Jolicoeur ◽  
...  

The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime.


PLoS ONE ◽  
2016 ◽  
Vol 11 (12) ◽  
pp. e0169013 ◽  
Author(s):  
Olivier Morin-Moncet ◽  
Jean-Marc Therrien-Blanchet ◽  
Marie C. Ferland ◽  
Hugo Théoret ◽  
Greg L. West

2018 ◽  
Author(s):  
Anne Schmidt ◽  
Franziska Geringswald ◽  
Stefan Pollmann

AbstractWe investigated in two experiments if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-specific pseudo 3-D contextual cueing task and the original contextual cueing paradigm (Chun & Jiang, 1998). Contextual cueing was present in all groups. However, handball and action video game players did not differ in the strength of contextual cueing from the control group. Action video game players had shorter search times than controls in both experiments. In contrast, the handball players searched faster than controls in the sport-specific displays of Experiment 1 but not in the symbolic search task of Experiment 2. Thus, our findings provide no evidence that contextual cueing is a limiting factor for expert performance in the domain of team sports or action video game playing.


i-Perception ◽  
10.1068/ic269 ◽  
2011 ◽  
Vol 2 (4) ◽  
pp. 269-269
Author(s):  
Ruyuan Zhang ◽  
Renjie Li ◽  
Zhongling Lu ◽  
Daphne Bavelier

2013 ◽  
Vol 75 (6) ◽  
pp. 1161-1167 ◽  
Author(s):  
L. Gregory Appelbaum ◽  
Matthew S. Cain ◽  
Elise F. Darling ◽  
Stephen R. Mitroff

2015 ◽  
Vol 15 (12) ◽  
pp. 441
Author(s):  
Lindsey Holder ◽  
Muge Erol ◽  
Arien Mack ◽  
John Bert ◽  
Jason Clarke

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