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Neural Strategies for Selective Attention Distinguish Fast-Action Video Game Players

Overview of attention for article published in Brain Topography, May 2012
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Title
Neural Strategies for Selective Attention Distinguish Fast-Action Video Game Players
Published in
Brain Topography, May 2012
DOI 10.1007/s10548-012-0232-3
Pubmed ID
Authors

Lavanya Krishnan, Albert Kang, George Sperling, Ramesh Srinivasan

Abstract

We investigated the psychophysical and neurophysiological differences between fast-action video game players (specifically first person shooter players, FPS) and non-action players (role-playing game players, RPG) in a visual search task. We measured both successful detections (hit rates) and steady-state visually evoked EEG potentials (SSVEPs). Search difficulty was varied along two dimensions: number of adjacent attended and ignored regions (1, 2 and 4), and presentation rate of novel search arrays (3, 8.6 and 20 Hz). Hit rates decreased with increasing presentation rates and number of regions, with the FPS players performing on average better than the RPG players. The largest differences in hit rate, between groups, occurred when four regions were simultaneously attended. We computed signal-to-noise ratio (SNR) of SSVEPs and used partial least squares regression to model hit rates, SNRs and their relationship at 3 Hz and 8.6 Hz. The following are the most significant results: RPG players' parietal responses to the attended 8.6 Hz flicker were predictive of hit rate and were positively correlated with it, indicating attentional signal enhancement. FPS players' parietal responses to the ignored 3 Hz flicker were predictive of hit rate and were positively correlated with it, indicating distractor suppression. Consistent with these parietal responses, RPG players' frontal responses to the attended 8.6 Hz flicker, increased as task difficulty increased with number of regions; FPS players' frontal responses to the ignored 3 Hz flicker increased with number of regions. Thus the FPS players appear to employ an active suppression mechanism to deploy selective attention simultaneously to multiple interleaved regions, while RPG primarily use signal enhancement. These results suggest that fast-action gaming can affect neural strategies and the corresponding networks underlying attention, presumably by training mechanisms of distractor suppression.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 179 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 4 2%
Spain 3 2%
United Kingdom 2 1%
Switzerland 2 1%
Netherlands 1 <1%
Belgium 1 <1%
Iran, Islamic Republic of 1 <1%
Japan 1 <1%
Poland 1 <1%
Other 0 0%
Unknown 163 91%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 38 21%
Student > Master 29 16%
Student > Bachelor 24 13%
Researcher 22 12%
Student > Postgraduate 7 4%
Other 25 14%
Unknown 34 19%
Readers by discipline Count As %
Psychology 76 42%
Neuroscience 15 8%
Medicine and Dentistry 10 6%
Engineering 8 4%
Computer Science 7 4%
Other 16 9%
Unknown 47 26%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 23 May 2012.
All research outputs
#18,306,425
of 22,665,794 outputs
Outputs from Brain Topography
#357
of 483 outputs
Outputs of similar age
#126,416
of 164,244 outputs
Outputs of similar age from Brain Topography
#3
of 4 outputs
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So far Altmetric has tracked 483 research outputs from this source. They receive a mean Attention Score of 4.6. This one is in the 12th percentile – i.e., 12% of its peers scored the same or lower than it.
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