Abstract
Based on the previous researches, Flanker compatibility effect paradigm was applied to explore the degree where people process the visual information presented on to-be-ignored locations. In present study, this paradigm was used to investigate attention distribution of Video Game Players (VGPs) and Non Video Game Players (NVGPs). The results suggested, under low perceptual load, VGPs tried to focus their attention on the task at-hand whereas the NVGPs tried to explore the adjacent locations with the left-over resources from the research task; however, under high perceptual load, the players would process the visual information at the adjacent locations of the target with the left-over resources, because they had comparatively greater attention capability, whereas the non-players focused their attention on the target locations to finish the search task. To conclude, the present study suggested that action video game play could not only enhance the attention capacity but also cause a different way of attention distribution in different perceptual load situations.
The research was supported by Grant 2008-2009 from Beijing Key Lab of Applied Experimental Psychology to Xuemin Zhang (JD100270541).
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Zhang, X., Yan, B., Shu, H. (2009). Effects of Action Video Game on Attention Distribution: A Cognitive Study. In: Ślęzak, D., Grosky, W.I., Pissinou, N., Shih, T.K., Kim, Th., Kang, BH. (eds) Multimedia, Computer Graphics and Broadcasting. MulGraB 2009. Communications in Computer and Information Science, vol 60. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-10512-8_8
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