MétaCan
Menu
Back to cohort
Record W4385953203 · doi:10.31234/osf.io/r7dc8

Cognitive cooperation: Video game experience interacts with reading processes and accounts for interactive attentional cueing effects

2023· preprint· en· W4385953203 on OpenAlexafffund
Shaylyn Kress, Josh Neudorf, Ron Borowsky

Bibliographic record

Venuenot available
Typepreprint
Languageen
FieldPsychology
TopicPsychological and Temporal Perspectives Research
Canadian institutionsUniversity of Saskatchewan
FundersNatural Sciences and Engineering Research Council of Canada
KeywordsCognitive psychologyPsychologyReading (process)Video gameTask (project management)CognitionLexical decision taskComputer scienceMultimediaLinguisticsNeuroscience

Abstract

fetched live from OpenAlex

Video games have been shown to benefit reading and attentional processing, but the precise mechanisms responsible are not yet clear. The goal of this study was to investigate which aspects of reading and attentional processes are related to video game experience. A novel orthographic-phonological lexical decision task was used to test lexical (using exception words) and sublexical (using pseudohomophones) reading processes, while an attentional cueing task with various cue types was used to test exogenous and endogenous attentional orienting processes. The results of the orthographic-phonological lexical decision task indicated that video game experience interacted with target type (exception word vs pseudohomophone), which we suggest may be due to increased involvement of sublexical reading processes. In the attentional cueing task, when video game experience is not considered, we observed an interaction between cue type and cue validity, but when video game experience is accounted for, this interaction is no longer significant. This suggests that video game experience is related to an individual’s attentional processing of different cue types. Finally, we also observed a significant association between performance in the orthographic-phonological lexical decision task and performance in the attentional task, highlighting the overlapping nature of reading and attentional processes. Oculomotor control is proposed as one mechanism which could underly the observed relationships between reading, attention, and video game experience. These findings could aid the development of new reading programs for dyslexia.

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)0.005
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: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.004
Threshold uncertainty score0.015

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.005
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0010.001
Open science0.0000.001
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 head0.115
GPT teacher head0.454
Teacher spread0.339 · 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

Citations0
Published2023
Admission routes2
Has abstractyes

Explore more

Same topicPsychological and Temporal Perspectives ResearchFrench-language works237,207