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Record W1991919158 · doi:10.1167/8.6.471

Video game playing enhances practical attentional skills

2010· article· en· W1991919158 on OpenAlexaff
G. Alexander West, S. S. Stevens, Carson Pun, Jay Pratt

Bibliographic record

VenueJournal of Vision · 2010
Typearticle
Languageen
FieldNeuroscience
TopicNeural and Behavioral Psychology Studies
Canadian institutionsUniversity of Toronto
Fundersnot available
KeywordsCued speechVideo gamePsychologyCognitive psychologyFixation (population genetics)Task (project management)SchematicComputer scienceMultimedia

Abstract

fetched live from OpenAlex

Recent evidence has shown that habitual video game playing enhances a subset of visual-attentional skills. In this study, we investigated whether prolonged experience playing action video games can improve performance on tasks related to lifeguarding, a job where allocation of attention in the visual field can have life and death consequences. To examine this question, Video Game Players (VGPs) and Non-Video Game Players (NVGPs) were tested on two computerized lifesaving tasks and one conventional measure of attentional performance. To emulate lifeguarding performance, one task was a modified Useful Field of View / Multiple Object Tracking hybrid where we measured participants' ability to detect schematic ‘non-swimmers’, at either 10°, 20°, or 30°; from fixation, amongst a large group of ‘distractor’ swimmers. A second task used a Change Detection (CD) paradigm requiring participants to detect the absence of a swimmer in a naturalistic scene. Findings revealed that VGPs showed greater ‘non-swimmer’ detection accuracy at larger eccentricities from fixation; however no reliable group difference in CD performance was found. In addition, basic attentional performance was measured by having participants perform a Temporal Order Judgment task, using a step-function to calculate the amount of time the uncued target needed to appear before the cued target in order for both target items to be perceived as arriving simultaneously. VGPs were found to be more sensitive to the peripheral cue, thereby reliably lengthening the time the uncued target needed to appear before the cued target as compared to NVGPs. Overall, these findings show that playing action video games may improve performance on detecting certain events in the periphery (e.g., motion, onset, etc.), but do not necessarily facilitate the detection of changes presented within the foveal window.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.004
Threshold uncertainty score0.012

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0040.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.085
GPT teacher head0.445
Teacher spread0.360 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2010
Admission routes1
Has abstractyes

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