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Action video game modifies visual selective attention

Author

Listed:
  • C. Shawn Green

    (University of Rochester)

  • Daphne Bavelier

    (University of Rochester)

Abstract

As video-game playing has become a ubiquitous activity in today's society, it is worth considering its potential consequences on perceptual and motor skills. It is well known that exposing an organism to an altered visual environment often results in modification of the visual system of the organism. The field of perceptual learning provides many examples of training-induced increases in performance. But perceptual learning, when it occurs, tends to be specific to the trained task; that is, generalization to new tasks is rarely found1,2,3,4,5,6,7,8,9,10. Here we show, by contrast, that action-video-game playing is capable of altering a range of visual skills. Four experiments establish changes in different aspects of visual attention in habitual video-game players as compared with non-video-game players. In a fifth experiment, non-players trained on an action video game show marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.

Suggested Citation

  • C. Shawn Green & Daphne Bavelier, 2003. "Action video game modifies visual selective attention," Nature, Nature, vol. 423(6939), pages 534-537, May.
  • Handle: RePEc:nat:nature:v:423:y:2003:i:6939:d:10.1038_nature01647
    DOI: 10.1038/nature01647
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    Cited by:

    1. Rengjian Yu & Lihua He & Changsong Gao & Xianghong Zhang & Enlong Li & Tailiang Guo & Wenwu Li & Huipeng Chen, 2022. "Programmable ferroelectric bionic vision hardware with selective attention for high-precision image classification," Nature Communications, Nature, vol. 13(1), pages 1-9, December.
    2. Brian D Glass & W Todd Maddox & Bradley C Love, 2013. "Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-7, August.
    3. Pierre Mégevand & Sophie Molholm & Ashabari Nayak & John J Foxe, 2013. "Recalibration of the Multisensory Temporal Window of Integration Results from Changing Task Demands," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-9, August.
    4. Wang, Qingfeng & Sun, Xu, 2016. "Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)," Technological Forecasting and Social Change, Elsevier, vol. 107(C), pages 59-68.
    5. Aaron V Berard & Matthew S Cain & Takeo Watanabe & Yuka Sasaki, 2015. "Frequent Video Game Players Resist Perceptual Interference," PLOS ONE, Public Library of Science, vol. 10(3), pages 1-10, March.
    6. Daniela Brand Forero, 2018. "El impacto de los videojuegos sobre las habilidades cognitivas de ninos y adolecentes en Colombia," Revista Economía y Región, Universidad Tecnológica de Bolívar, vol. 12(1), pages 65-93, June.
    7. Stephanie Carlson & Yuichi Shoda & Ozlem Ayduk & Lawrence Aber & Catherine Schaefer & Anita Sethi & Nicole Wilson & Philip Peake & Walter Mischel, 2017. "Cohort Effects in Children's Delay-of-Gratification," Working Papers 2017-077, Human Capital and Economic Opportunity Working Group.
    8. Aleksandar Klasnja & Natasa Milenovic & Sonja Lukac & Aleksandar Knezevic & Jelena Klasnja & Vedrana Karan Rakic, 2022. "The Effects of Regular Physical Activity and Playing Video Games on Reaction Time in Adolescents," IJERPH, MDPI, vol. 19(15), pages 1-7, July.
    9. Charlotte Willems & Johannes Herdzin & Sander Martens, 2015. "Individual Differences in Temporal Selective Attention as Reflected in Pupil Dilation," PLOS ONE, Public Library of Science, vol. 10(12), pages 1-13, December.
    10. Douglas A. Gentile, 2013. "Catharsis and Media Violence: A Conceptual Analysis," Societies, MDPI, vol. 3(4), pages 1-20, December.
    11. Stefanie Duyck & Hans Op de Beeck, 2019. "An investigation of far and near transfer in a gamified visual learning paradigm," PLOS ONE, Public Library of Science, vol. 14(12), pages 1-23, December.
    12. Jacqueline M Fulvio & C Shawn Green & Paul R Schrater, 2014. "Task-Specific Response Strategy Selection on the Basis of Recent Training Experience," PLOS Computational Biology, Public Library of Science, vol. 10(1), pages 1-16, January.
    13. Jan W de Fockert & Serge Caparos & Karina J Linnell & Jules Davidoff, 2011. "Reduced Distractibility in a Remote Culture," PLOS ONE, Public Library of Science, vol. 6(10), pages 1-8, October.
    14. Robert West & Edward L. Swing & Craig A. Anderson & Sara Prot, 2020. "The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control," IJERPH, MDPI, vol. 17(14), pages 1-12, July.
    15. Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
    16. Bonny, Justin W. & Scanlon, Mike & Castaneda, Lisa M., 2020. "Variations in psychological factors and experience-dependent changes in team-based video game performance," Intelligence, Elsevier, vol. 80(C).
    17. Hauke S Meyerhoff & Nina A Gehrer, 2017. "Visuo-perceptual capabilities predict sensitivity for coinciding auditory and visual transients in multi-element displays," PLOS ONE, Public Library of Science, vol. 12(9), pages 1-11, September.
    18. Rabi Datta & Seung-Hun Chon & Thomas Dratsch & Ferdinand Timmermann & Luise Müller & Patrick Sven Plum & Stefan Haneder & Daniel Pinto dos Santos & Martin Richard Späth & Roger Wahba & Christiane Jose, 2020. "Are gamers better laparoscopic surgeons? Impact of gaming skills on laparoscopic performance in “Generation Y” students," PLOS ONE, Public Library of Science, vol. 15(8), pages 1-15, August.
    19. Troy A W Visser & Jeneva L Ohan, 2012. "How Does Information Processing Speed Relate to the Attentional Blink?," PLOS ONE, Public Library of Science, vol. 7(3), pages 1-8, March.
    20. Sangyub Kim & Yeonji Baik & Kichun Nam, 2022. "The Effects of Self-Perceived Parenting Attitudes on Visuo-Spatial Attention and Mental Rotation Abilities among Adolescents," IJERPH, MDPI, vol. 19(14), pages 1-16, July.

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