CSG Thesis Final
CSG Thesis Final
CSG Thesis Final
Decision Making
by
Christopher Shawn Green
Advised by
Professor Daphne Bavelier
University of Rochester
Rochester, NY
2008
ii
Curriculum Vitae
The author was born in Biloxi, Mississippi on July 19, 1980. His family moved near
Rochester, NY in 1989 and he later attended LeRoy High School in LeRoy, NY. He
attended Genesee Community College in Batavia, NY concurrent with his final two
years of high school and received his A.S. degree in Math and Science in May 1998,
just prior to receiving his high school degree in June 1998. He attended the
University of Rochester from 1999 until 2001 and graduated with a B.A. degree in
Brain and Cognitive Sciences in June 2001. After spending two years as a full-time
research assistant at the University of Rochester, he began graduate studies in the
Department of Brain and Cognitive Sciences in the fall of 2003. He received an M.A.
degree in Brain and Cognitive Sciences in 2006.
iii
Abstract
Action video game players (VGPs) have been shown to outperform their non-game
playing (NVGPs) peers on a number of sensory/cognitive measures. In tasks that
require accurate responses to quickly presented visual stimuli, VGPs typically exhibit
higher levels of accuracy than NVGPs. In particular, VGPs have demonstrated
enhancements in a number of tasks thought to tap reasonably independent aspects of
visual attention (spatial distribution and resolution, temporal characteristics, capacity,
etc). In tasks that require speeded responses, the VGP enhancement is observed as a
large decrease in reaction time (RT) in VGPs compared to NVGPs (accuracy is
typically equivalent in the two groups). Here we put forward the hypothesis that a
single mechanistic explanation, an increase in the rate of sensory integration in VGPs,
can account for the entirety of the data, thus bridging the gap between the accuracy
and RT literatures. To test this hypothesis, two sensory integration tasks were
employed - a standard motion coherence paradigm and a novel auditory localization
task which, in combination with a model developed by Palmer et al (2005), allow for
a more explicit test of the relative contribution of sensory integration rate, criteria,
and motor execution in generating the differences observed between VGPs and
NVGPs. In both the motion and auditory tasks, VGPs demonstrated a large reduction
in RT compared to NVGPs with equivalent accuracy. This pattern was well captured
by the model with an increase in the rate of information accrual and a concurrent
decrease in criteria in the VGPs. Several follow-up experiments provide further
support for the hypothesis that VGPs acquire sensory information more rapidly than
iv
Table of Contents
Chapter 1
1.1
Introduction
65
90
102
1.2
162
163
170
172
174
2.1
Introduction
174
2.2
Methods
176
2.2.1 Participants
176
2.2.2 Apparatus
177
Chapter 2
vi
2.2.3 Stimulus/Procedure
177
Results
179
179
181
182
185
186
186
188
3.1
Introduction
188
3.2
Methods
188
3.3
Results
189
189
190
191
192
193
194
4.1
Introduction
194
4.2
Methods
195
2.3
2.4
2.5
Chapter 3
3.4
Chapter 4
vii
4.2.1 Participants
195
4.2.2 Apparatus
195
4.2.3 Stimulus/Procedure
196
Results
197
197
199
199
200
201
5.1
Introduction
201
5.2
Methods
201
5.3
Results
202
202
204
205
206
6.1
Introduction
206
6.2
Methods
206
6.2.1 Participants
206
207
4.3
4.4
Chapter 5
5.4
Chapter 6
viii
6.3
6.4
Chapter 7
References
207
207
207
210
Results
211
211
213
214
217
217
Conclusions
219
225
ix
List of Figures
172
181
190
198
203
213
216
222
223
CHAPTER 1: Introduction*
* partially adapted/excerpted from:
Green, C.S. & Bavelier, D. (2006). The Cognitive Neuroscience of Video Games in Digital Media:
Transformations in Human Communication. Messaris, P. & Humphreys, L. (eds). New York, Peter
Lang.
The Atari video game platform was released in the late 1970s. Nintendo was
born in the early 1980s. Since then, the percentage of Americans who play video
games has grown at an astronomical pace; in fact it has been estimated that 90% of
school-aged individuals currently play video games. However, despite the common
view of video games being for kids, the average age of a video game player is
presently 33 years old with 70% of the heads of households playing video games
(Entertainment Software Association, 2007). This explosion has been spurred on by
advancements in both hardware technology and software development that allow a
more intense and realistic gaming experience. In addition to the improvements in
graphical capability, advances in online gaming now allow users to play with
sometimes hundreds of others, a fact that is slowly changing the perception of video
game play from a solitary to a social activity. Unsurprisingly, both popular and
scientific interest in the potential consequences of game play has been driven by this
dramatic surge in video game use. While the majority of research (and media
attention) has focused on the potential for video game play to negatively affect
temperament and social behavior, or on the potential to harness video games to help
children learn, a subset of cognitive scientists have investigated the more fundamental
question of how video games may alter the way in which people see the world.
In most of the biological sciences, the question of nature versus nurture is
often debated. Researchers constantly strive to determine whether a certain skill
arises from nature (is genetically based), nurture (is completely determined by
experience), or as is usually the case, if the skill reflects a combination of nature and
nurture. In cognitive science the relationship is often quite complex, with the relative
roles of nature and nurture interacting through development with one playing a larger
role in some developmental stages and vice versa. For example, humans require
normal visual experience in infancy and throughout childhood to enjoy normal
vision in adulthood. When infants are deprived of normal experience (by cataracts
for instance), massive and reasonably permanent deficits may result (Birch & Stager,
1996; Lewis & Maurer, 2005). However, the same cataracts experienced later in life
may lead to no enduring deficits once removed. Thus, the effect of experience in this
case is greatest in younger humans and grows progressively weaker through
adulthood.
While there are myriad similar cases in which less than normal experience leads to
deficits in perception and cognition, researchers that investigate the effects of video
game play on perception and cognition ask a slightly different question what is the
effect of more than normal experience? To what extent are our perceptual systems
constrained by genetics? One could argue that evolution is notoriously cost-effective
and thus there is little impetus for our visual system to possess capabilities beyond
those needed in our typical environment. On the other hand, in order for a species to
be successful over an extended time span, members must be capable of adapting to
changes in their environment. One might further note that the skills needed in todays
civilized world are likely far different than those that were required to survive as the
human species evolved, and thus we may retain some additional capacity that unless
tapped, simply goes unused. A particular subset of video games, which we dub action
video games, offers an interesting natural experiment into the effect of more than
normal experience. We define action video games as those games that have many
quickly moving objects, that require effective peripheral processing as items in the
periphery must constantly be localized and identified, and where the number of
independent items that need to be kept track of far exceeds the circumstances
experienced in normal life. In short, an action video game is one that places
extraordinary demands on the visual and visuo-motor systems. Games from a variety
of genres are included as action games, but most typically include first-person
shooters (FPS), third-person shooters (TPS) and some car racing games. Many young
adults are immersed in these environments for more than 20 hours per week. The
question is therefore not whether humans can learn to adapt to these environments
(the very fact that these individuals spend such exorbitant amounts of time playing
the games suggests that they can), but instead the question is how does the system
change to handle these demands? What systems or processing stages are affected and
how do these changes manifest themselves?
Abstract
This paper investigates the effect of action gaming on the spatial distribution
of attention. The flanker compatibility effect was used to separately assess center and
peripheral attentional resources in gamers versus non-gamers. Gamers exhibited an
enhancement in attentional resources compared to non-gamers not only in the
periphery, but also in central vision. A target localization task was then used to
unambiguously establish that gaming enhances the spatial distribution of visual
attention over a wide field of view. Gamers were more accurate than non-gamers at
all eccentricities tested and the advantage held even when a concurrent center task
was added, ruling out a trade-off between central and peripheral attention. By
establishing the causal role of gaming through training studies, this work
demonstrates that action gaming enhances visuo-spatial attention throughout the
visual field.
1. Introduction
1980).
Kilpatrick, & Kaye, 1994; Trick, Jaspers-Fayer, & Sethi, 2005). Many of todays
action video games are remarkably visually challenging. They regularly have rather
unnaturally stringent attentional requirements, much more so than any everyday
situation to which one may be exposed. For instance, in many video games, multiple
items must often be processed simultaneously, a task that would be benefited by
additional attentional resources across space. Additionally, many games also require
the efficient rejection of irrelevant objects, a process that would be benefited by a
more proficient selection process. The penalty for either failing to process a target or
allowing non-essential information to interfere with the processing of potential targets
is often great in video games; therefore, those who play should be especially
motivated to develop both capabilities. It is the goal of this paper to assess whether
action video game experience enhances visuo-spatial attention and its allocation over
space. Our previous work led to the hypothesis that action video game play results in
an increase in the amount of available attentional resources as well as an increase in
the selectivity of spatial processing (Green & Bavelier, 2003).
It has remained
unclear however whether the improvements noted were specific to the visual
periphery, possibly occurring at the cost of central vision. The present study reports
on two types of paradigms that test the distribution of attention over space and that
contrast central and peripheral processing. The first, the perceptual load paradigm of
Lavie and colleagues (Lavie, 1995; Lavie & Cox, 1997), offers a measure of the
attentional resources available to both video game players (VGPs) and non-gamers
(NVGPs), and was adapted to compare central and peripheral resources across
10
populations. The second, the Useful Field of View (UFOV) paradigm developed by
Ball and colleagues (Ball et al., 1988; Ball & Owsley, 1992), allows for a measure of
the distribution and selectivity of visual attention across a wide field of view, while
controlling for different levels of central load. Portions of Experiments 1 and 2 were
presented in Green and Bavelier (2003).
11
(perceptual load in this case roughly corresponds to the number of items in the visual
search array). When the perceptual load is low (for instance, the visual search array
contains only the target), the effect of an extraneous distractor on performance is
great. However, when the perceptual load is high (the visual search array contains the
target as well as several additional items), the effect of an extraneous distractor on
performance is minimal.
This finding is incorporated in the load theory of selective attention and
cognitive control (Lavie, 2005; Lavie et al., 2004). Relatively easy perceptual tasks
do not require all of ones attentional resources to reach adequate behavioral
performance. In this case, the resources left over from the task are not simply turned
off, but are instead distributed to adjacent locations/items leading to a sizable
compatibility effect. Conversely, challenging perceptual tasks demand a larger
percentage of the available attentional resources, thereby leaving little to spread to
non-task locations/items and resulting in little or no compatibility effect (Lavie, 1995;
Lavie & Cox, 1997). Although the load theory posits that the distribution of attention
is automatic, it is not the case that the exact distribution of attention is identical in all
humans. Proksch and Bavelier (2002) have demonstrated that hearing individuals do
typically allocate more attention to the area around fixation (central vision), but in
contrast deaf individuals appear to allocate more attention to the periphery. If action
video game play primarily affects peripheral visual attention, then VGPs may also
exhibit a proportionally larger compatibility effect for peripheral distractors as noted
in deaf individuals. Conversely, if action video game play similarly affects both
12
central and peripheral vision, then the distribution should be similar to what is
observed in normal hearing subjects, that is greater allocation around fixation than
peripherally (Beck and Lavie, 2005; Proksch & Bavelier, 2002). In Experiment 1, the
compatibility effects induced by peripheral versus central distractors were compared
in VGPs and in NVGPs to gain a measure of the amount of available attentional
resources as a function of eccentricity in each population.
2.1. Method
2.1.1. Participants
Sixteen males with normal or corrected vision were placed into one of two
groups, video or non-video game player, based upon their responses to a
questionnaire given prior to the experiment. Because of the relative difficulty in the
acquisition of females with sufficient video game experience, only males underwent
testing.
The criterion to be considered a video game player (VGP) was a minimum of
3-4 days a week of action video game usage for the previous six months. Eight righthanded males with a mean age of 20.9 years fell into this category. Seven of the eight
reported daily video game usage for at least the previous six months, while the eighth
reported playing several times a week for the same time span. It is important to note
that only action video game players were included in this and all subsequent
experiments. Action video games are those that have fast motion, require vigilant
13
monitoring of the visual periphery, and often require the simultaneous tracking of
multiple targets. The following is a representative sample of the games reported as
played which qualify as action games based on our criteria: Grand Theft Auto, HalfLife, Counter-Strike, Marvel vs. Capcom, Rogue Speare, and Super Mario Kart.
The criterion to be considered a non-video game player (NVGP) was little,
although preferably no, action video game usage in the past six months. Eight males
(six right- and two left-handed) with a mean age of 21.6 years fell into this category.
Seven members reported no video game experience whatsoever in the past year,
while the eighth reported a maximum of five instances of non-action video game play
over the same time frame.
All participants were paid for their participation and provided informed
consent in accordance with the guidelines set by the University of Rochester.
2.1.2. Stimuli
14
upside-down house shape, a sideways trapezoid, a triangle pointing up, and a triangle
pointing down. Both the target and the filler shapes subtended an average of .6
vertically and .4 horizontally, and were always presented inside circular frames.
Throughout the experiment, the six circular frames were presented in the same
location, arranged around the central fixation point at a distance of 2.1. The distance
between the centers of adjacent circular frames was also 2.1. One, and only one,
member of the target set (square or diamond) always appeared in one of the six
circular frames. Random members of the filler set could occupy zero, one, three, or
five of the remaining circular frames. The frames in which target and fillers appeared
were randomly selected across trials. For all analyses and for the purposes of
subsequent discussion, the two lowest levels of perceptual load (zero fillers or one
filler) were grouped into a single low load condition, while the two highest levels
of perceptual load (three or five fillers) were grouped into a single high load
condition.
The distractor set consisted of a square, a diamond, and an elongated circle.
One member of the distractor set was presented during each trial in one of four
locations. The distractor could appear either centrally (.5 to the right or left of
fixation which falls within the ring of circular frames) or peripherally (4.2 to the
right or left of fixation outside the ring of circular frames).
Although 4.2 from fixation is better described as parafoveal rather than
peripheral, this location was chosen to ensure that peripheral and central distractors
were presented at comparable distances from the target ring. This point is important
15
16
2.1.3. Procedure
Each trial began with a one second fixation point followed by a 100 ms
presentation of the trial shapes. The relative brevity of the presentation time was
chosen to preclude eye movements as a potential source of differences.
17
The task of the participant was to identify which of the two potential target
shapes (square or diamond) appeared in one of the six circular frames as quickly and
accurately as possible. Subjects were reminded to ignore any stimuli that did not
appear in the circular frames (i.e. the distractor). Participants responded to the target
by pressing the key labeled with the corresponding target shape. Feedback was given
after each trial by a change in the color of the fixation point. Trials were grouped into
two halves of 576 trials. Following each block of 48 trials, participants were given a
resting screen that informed them of their performance over the previous block
(reaction time and percent correct). Subjects were instructed to respond as quickly as
possible and to aim for 90% correct.
Before testing began, participants were given two blocks of practice during
which time responses were monitored by the investigator to ensure comprehension of
the task. Following successful training, the participants were left to complete the first
half, followed by a short intermission, and the second half. The entire experiment
lasted approximately one and a half hours.
2.2. Results
As in our past studies, all analyses focused on trials with incompatible or
compatible distractors (Green & Bavelier, 2003; Proksch & Bavelier, 2002).
18
For the reaction time analysis, incorrect trials were first removed (VGP:
12.1% +/-1.5, NVGP:13.0%+/-1.6) and as well as any trial with reaction times greater
than 1800 ms or less than 300 ms (less than 2% of trials in both VGPs and NVGPs).
Trials were then separated based upon distractor eccentricity (central, peripheral).
For each subject a mean and standard deviation was computed for each of the two
eccentricities; any trial in which the reaction time was more than two standard
deviations away from the mean was excluded (approximately 2% of trials for both
VGPs and NVGPs). This filtered RT data was then analyzed in a 2x2x2x2 omnibus
ANOVA with video game experience (VGP/NVGP), perceptual load (low/high),
distractor eccentricity (central/peripheral), and distractor compatibility
(compatible/incompatible) as factors.
The standard main effects of perceptual load (low load: 629.2 ms +/-9.5, high
load: 712.4 ms +/-11.2; F(1,14) = 119.4, p < .001), reflecting an increase in task
difficulty with increasing perceptual load, and distractor compatibility (compatible
distractors: 664.1 ms +/- 11.5, incompatible distractors: 677.5 ms +/-11.6; F(1,14) =
63.0, p < .001), demonstrating the effect of distractor compatibility on RT, were
observed. Also, as has been consistently reported, an interaction between load and
compatibility was observed (F(1,14) = 7.0, p = .02) with the RT difference between
incompatible and compatible distractors decreasing with increasing perceptual load
(Table 1).
Table 1
19
Center Distractor
Low Load
Peripheral Distractor
High Load
Low Load
High Load
Incompat
Compat
Incompat
Compat
Incompat
Compat
Incompat
Compat
VGP
606 (20)
595 (22)
708 (31)
684 (28)
617 (26)
595 (22)
708 (28)
701 (26)
NVGP
665 (21)
642 (18)
727 (27)
719 (26)
665 (17)
644 (17)
720 (25)
729 (25)
Table 1: Reaction times and (SE) for each of the conditions of Experiment 1
NVGPs show a clear decrease in the size of the compatibility effect with increasing load for
both central and peripheral distractors, while VGPs show a decrease in the size of the compatibility
effect with increasing perceptual load only for the peripheral distractors. The opposite effect, an
increase in the size of the compatibility effect with increasing perceptual load, is observed in the VGP
population for the center distractor condition.
In accord with our previous report (Green & Bavelier, 2003), a video game
experience x perceptual load x distractor compatibility interaction (F(1,14) = 7.4, p =
.02) was also observed, with NVGPs showing a larger decrement in the size of the
compatibility effect with increasing load than the VGPs (Table 1). VGPs instead
demonstrate a consistently high compatibility effect across perceptual load
conditions. This indicates that the VGPs continued to process the extraneous
distractor even at the highest loads, suggesting an increase in available attentional
resources. Importantly, this effect did not further interact with eccentricity (F(1,14) =
1.15, p > .3) signifying the effect of video game experience was similar for both
central and peripheral distractors (see also Figure 2). Finally, consistent with
previous reports demonstrating greater attentional resources in central vision, a
20
21
In the VGP group no effect of load was found (low: 15.2 ms +/-4.3, high:
15.5 ms +/-4.7; F(1,7) = .001, p > .9 ). However, an eccentricity by load interaction
was observed (F(1,7) = 8.1, p = .03) with compatibility effects being greater for low
load in the periphery and for high load in the center. This indicates that in the VGP
population, the allocation of attention shifts from a more peripherally biased
distribution under conditions of low load to a more centrally biased distribution under
conditions of high load.
2.2.2 Accuracy
22
Error rates were analyzed in a 2x2x2x2 omnibus ANOVA with video game
experience (VGP/NVGP), perceptual load (low/high), distractor eccentricity
(central/peripheral), and distractor compatibility (compatible/incompatible) as factors.
This analysis revealed only a main effect of perceptual load (low load: 94.3% +/- 1.0,
high low: 80.6% +/- 1.3; F(1,4) = 221.5, p < .001). No other main effects or
interactions were significant including the main effect of video game experience
(F(1,14) = .09, p > .7). The increase in error rate with higher levels of perceptual load
highlights the increase in task difficulty with increasing perceptual load. However,
the lack of a main effect of or interactions with video game experience suggests that
the task was equally difficult for the VGP and the NVGP populations.
2.3. Discussion
Experiment 1 establishes that VGPs continue to be affected by distracting
items at much higher perceptual loads than NVGPs. As previously discussed, the
perceptual load at which compatibility effects disappear provides an estimate of the
amount of available attentional resources. The higher the perceptual load of the task
when this occurs, the greater the attentional resources available. VGPs demonstrate a
clear compatibility effect even under conditions of high load, while NVGPs cease to
show an effect of the distractors at these loads. This indicates an increase in the
attentional resources available in the VGP population.
23
Other potential alternative explanations for this result are not wholly
consistent with the data. One may surmise for instance, that the discrimination task is
less perceptually demanding for the VGPs than the NVGPs. It would then follow that
the perceptual difficulty of, for instance, a load of four for a NVGP is equivalent to a
load of eight for a VGP. However, although the VGPs do show a slight advantage in
both percent correct (VGPs approximately 1% more accurate) and in simple reaction
time (VGPs 37 ms faster) neither is significant, nor are there video game experience
by perceptual load interactions for either dependent variable. Thus, behaviorally one
must assume the tasks are similarly difficult for the two groups. Another possible
explanation is that non-target objects simply more easily distract VGPs than NVGPs.
While it is unintuitive that the advantage in attentional resources manifests itself
through a greater effect of distractors (which would suggest poorer control of visual
selective attention), it should be noted that at a load of one, which elicits the
maximum compatibility effect from NVGPs, the VGP compatibility effect is if
anything smaller than that of the NVGPs (p = .1). This issue will be addressed more
thoroughly in Experiments 2 and 3, but in all, the hypothesis most consistent with the
data is that VGPs have an enhancement in attentional resources compared to NVGPs.
Importantly for the question at hand, the spatial distribution of attention found
in VGPs was similar to that seen in NVGPs. In accord with the previous literature
(Beck & Lavie, 2005; Proksch & Bavelier, 2002), a bias was seen for central vision,
with the size of the compatibility effect decreased more sharply with increasing load
for peripheral than for central distractors reflecting greater attentional resources in
24
central than peripheral locations (Figure 2). It is also significant that the interaction
between video game experience, perceptual load, and distractor compatibility did not
interact further with distractor eccentricity. This suggests that even as load increased,
the VGPs continued to process both central and peripheral distractors to a greater
degree than the NVGPs. Thus, enhanced attentional capacities in VGPs are not
exclusive to the visual periphery, but instead are present in both central and peripheral
vision.
To more conclusively answer the question of whether VGPs can make the
most of this attentional enhancement, a different type of paradigm was employed.
After all, in the perceptual load task distractors are processed, despite the fact that
doing so could be detrimental to the successful completion of the primary task. The
question then arises, are VGPs actually better at filtering out irrelevant items, which
is really the hallmark of visual selective attention? To answer this question we turned
to the Useful Field of View paradigm, which allowed us to measure the effect of
distracting information and changes in central task load on peripheral target
localization.
The Useful Field of View (UFOV) task (Ball et al., 1988; Ball & Owsley, 1992;
Goode et al., 1998; Mazer, Sofer, Korner-Bitensky, & Gelinas, 2001; Myers, Ball,
Kalina, Roth, & Goode, 2000; Sekuler, Bennett, & Mamelak, 2000) measures the
25
ability to locate a target as a function of the eccentricity of the target, the amount of
distracting elements in the display, and the presence of an added center task.
Performance on the UFOV is poorly correlated with so-called perceptual visual
attributes (contrast sensitivity, acuity, perimetry, etc) and is instead thought to provide
an index of the distribution of visual attention across the visual scene (Ball et al.,
1990; Owsley et al., 1995). Previous results indicate that the ability to localize a
peripheral target decreases with eccentricity, with distraction and as a center task is
made more difficult (Ball et al., 1988).
Three different target eccentricities (10, 20, and 30) were used allowing the
distribution of visual attention to be mapped as a function of eccentricity. Because the
peripheral stimulus in Experiment 1 was within the range of normal video game
playing, we were unable to assess the generality of the learning across space. In the
UFOV paradigm, we can test the effect of action video game experience within, at the
border of, and beyond, the eccentricity games are typically played at (our players
generally reported a viewing angle of 7.5-10 from the center of the screen). If the
effect of action video game play is specific for trained parts of the visual field, there
should be little to no effect of experience at 30, whereas if action video game play
alters processing throughout the visual field, differences should be observed at all
three eccentricities.
To better understand the effect of video game playing on the allocation of
attention over the visual field, the paradigm we used included one condition without a
center task and one with a center task. By contrasting performance with or without a
26
concurrent center task, the UFOV allowed us to test whether enhanced peripheral
localization performance in VGPs may be occurring at the cost of central
performance. If VGPs indeed have greater attentional resources both centrally and
peripherally as suggested in Experiment 1, the detrimental effect of the center task on
peripheral localization should be lesser in the VGPs than NVGPs (while maintaining
equal accuracy on the central task). Alternatively, if enhanced peripheral performance
in the VGPs is at the cost of central attention, we may observe a larger tradeoff
between central and peripheral tasks in VGPs than NVGPs.
Finally, the paradigm we used included displays with and without distractors.
Participants were first asked to perform the task without distractors and then with
distractors. Performance in the distractor condition is thought to reflect the same
processes as in typical visual search; however, because block order was fixed, this
design does not allow us to address the issue of whether there is a discriminative
effect of distractor load. Thus, our paradigm is not suited to address the role of
gaming on the rate of visual search.
3.1. Method
3.1.1. Participants
16 right-handed males with normal or corrected vision, none of whom had
participated in Experiment 1, were again classified as either VGPs or NVGPs
according to the same requirements as those used in Experiment 1. Eight males were
27
classified as VGPs (mean age 19.5, all right handed). The remaining 8 participants
fell into the NVGP category (mean age 20.1, 7 right-handed).
3.1.2. Apparatus
The apparatus consisted of a MacIntosh G3 computer running a program to
present stimuli and collect the data using the Matlab computer language (The Math
Works Inc., Natick, MA) and the Psychophysical Toolbox routines (Brainard, 1997;
Pelli, 1997) (http://psychtoolbox.org). The stimuli were displayed on a 24 Sony
GDM-FW900 driven at 160Hz, 800x600 resolution by a MP 850 video card (Village
Tronic Computer, Sarstedt, Germany).
3.1.3. Stimuli/Procedure:
Each observer viewed the display binocularly with his head positioned in a
chin rest at a test distance of 22 cm. Each trial consisted of four successive displays
presented on a large monitor. The displays were similar to those used by Ball et al.
(Ball et al., 1988), but stimulus size and presentation time were both decreased to
account for the increased ability of comparatively younger subjects.
The initial display consisted of a square outline (4 x 4) that directed fixation
to the center of the screen. One second later the target stimulus, a filled triangle
within a circle outline (subtending 3 x 3), appeared along with the central fixation
box. The target stimulus could appear randomly at one of twenty-four locations on the
28
screen. Each location was positioned on one of eight radial spokes and at one of three
possible eccentricities - 10, 20, or 30. Rapid presentation of the stimulus ensured
that no purposeful change in fixation could be completed during the presentation.
Localization difficulty was roughly equated at all eccentricities by manipulating the
exact stimulus presentation duration to allow a fair comparison of the effects of
gaming across eccentricities. Based on the results from a few pilot VGPs (none of
whom took part in the subsequent experiments), the duration of the stimulus
presentation was chosen to lead to about 80% correct performance in VGPs at all
three eccentricities tested. To achieve this goal, a shorter display presentation was
used at 10 (6.7 ms) than for 20 and 30 (13.4 ms). By preventing ceiling effects in
the VGP group, this manipulation enabled us to assess the true size of the group
effects at each eccentricity. After the test stimulus, a mask screen appeared for 750
ms. The mask screen, designed to eliminate afterimages as a possible source of
information, consisted of randomly spaced vertical and horizontal lines of variable
thickness and luminance, circles and squares of random sizes, and thick lines
(luminance equal to that of the stimulus) that completely covered each possible
stimulus location. The location, size, and contrast of the mask items was randomized
every trial to avoid the creation of potentially confounding consistent local elements.
Finally, a response screen consisting of a radial pattern (eight evenly spaced spokes four cardinal directions as well as four diagonals) appeared to direct the response.
Each spoke was labeled in a one to one stimulus-response mapping with the keyboard
29
number pad (i.e. the number 8 spoke was straight up from center, the number 4 spoke
was straight left) to best facilitate subject response.
Subjects were allowed to respond at any time after the presentation of the
stimulus by pressing the number on the keyboard number pad corresponding to the
radial spoke they believed the stimulus had appeared on. Pilot data from Ball et al.
(Ball et al., 1988) indicated that when subjects could accurately determine the radial
location of the stimulus, they also knew the targets eccentricity more than 90% of the
time. Therefore, subjects were not required to indicate the eccentricity of the target.
While most subjects responded during the mask presentation time, if the subject had
not yet responded, the spoke pattern remained visible until the subject made a
selection. Subjects were made aware that accuracy rather than speed of response was
critical and no penalty was assessed for slow responses. After subject response,
feedback was given and the subject pressed the middle key on the number pad (the
number 5, which was not associated with a spoke) to initiate a new trial.
Two main levels of distraction were tested. Under the no distractor condition
(0-distractor block), the stimulus appeared alone on the screen. In the distractors
present condition, two sub-levels of distraction were tested. In one (23-distractor
block), distractors were present in the twenty-three potential target positions not
occupied by the target (on the eight spokes and at all three possible eccentricities).
The distractors consisted of open squares of the same luminance as the stimulus and
subtending 4 x 4. In the other (47-distractor block), the distractors occupied all of
the same locations as in the half-distraction condition as well as the areas between,
30
thus filling a 60 diameter circle with distractors. Each subject underwent 120 trials
(eight spokes x three eccentricities x five repetitions of each) for each of the three
distraction blocks (0, 23 and 47). The blocks were always tested in a fixed order with
0-distractors, followed by 23-distractors, and then 47-distractors. It should be noted
again that for the purposes of statistics and discussion, because performance
differences have not been observed between the 23- and 47-distractors block either by
our own lab or others (Ball et al., 1988), the data from the 23- and 47-distractor block
were collapsed into the distractors present group. This resulted in twice as many
trials in the distractors present group than the no distractors group. Coupled with the
fact that distractor order was not counterbalanced, separate analyses were performed
for no distractors and distractors present conditions.
In a different set of blocks, one for each block of distractors (0, 23 and 47),
subjects performed the same peripheral localization task, but also performed a center
shape discrimination task as well. The central stimulus was either an isosceles
triangle or a diamond. In these blocks, subjects were asked to determine which of the
two shapes (triangle or diamond) was presented centrally (within the center fixation
box) by pressing the correspondingly labeled key on the keyboard. Subjects then
indicated the spoke upon which the peripheral target fell on the keypad (in the same
manner as previously described).
The experiment therefore consisted of 6 blocks, 0, 23-, 47- distractor blocks
each with and without a simultaneous central task. The level of center task was
counter-balanced as to which was given first, but again, the distractor conditions were
31
always run in the order: 0 distractor first, followed by 23-distractors, and then 47distractors.
To summarize, four main factors were manipulated: the amount of video game
experience of each subject (2 levels VGP/NVGP), the eccentricity of the target (3
levels - 10, 20, 30), the amount of distraction (2 levels no distractors, distractors
present), and the center task (2 levels no center task, center task present).
3.2. Results
32
vice versa, and thus for ease of interpretation, only the analyses on untransformed
accuracy are presented.
33
(F(1,14) = 3.8, p = .07), but was in the same general direction as in the previous
analysis. Again, as predicted, a large main effect of video game experience was
observed (VGP: 73.6%+/-3.0, NVGP: 30.0%+/-3.1; F(1,14) = 37.5, p < .001, Figure
3B) indicating superior localization performance by the VGPs. Finally, a video game
experience x eccentricity x center task interaction (F(2,28) = 4.5, p = .02) was
observed and appears to be rooted in the fact that the VGPs performed
disproportionately well in the center task condition at 10 of eccentricity (fastest
presentation time).
34
The previous analyses only included trials in which the center shape
identification was correct. However, to conclusively demonstrate that any differences
observed in peripheral localization accuracy were not related to allocation of attention
to the periphery at the expense of the center task, center shape identification was
analyzed in a 2 (video game experience: VGP/NVGP) x 3 (eccentricity: 10, 20, 30)
ANOVA collapsed across all distractor conditions.
VGPs exhibited greater accuracy than NVGPs at the center discrimination
task itself (VGP: 97.2% +/- .8, NVGP: 90.1% +/- 1.1; F(1,14) = 25.4, p < .001). A
main effect of eccentricity (F(2,28) = 15.0, p < .001) highlights the differences in
presentation time. When the peripheral stimulus was presented at 10 of eccentricity,
the presentation time was one screen refresh fewer than when the peripheral stimulus
was at 20 or 30. Thus, the presentation time of the center stimulus was also
decreased by this amount at 10. VGPs were able to achieve the same level of center
identification performance for each eccentricity/presentation time (10: 98.6%+/- .41;
20: 97.9% +/- .6; 30: 95.2% +/- 1.5) whereas NVGPs suffered a cost at the quicker
presentation time (10: 81.1% +/- 2.5; 20: 95.2% +/- 1.0; 30: 96.0% +/-. 8) resulting
in a video game experience x eccentricity interaction (F(2,28) = 6.3, p = .006).
35
3.3. Discussion
VGPs display enhanced target localization abilities under all conditions tested.
VGP performance is superior to NVGPs at all eccentricities, with and without the
addition of distractors and with or without a concurrent center task. Together, these
findings support the results of Experiment 1 and demonstrate an enhancement in
spatial attention in VGPs not only at peripheral but also at central locations.
VGPs more accurately localize the target at all three eccentricities (10, 20,
and 30), demonstrating that video game experience enhances visual processing
across a large portion of the visual field. In particular, the superior performance of
VGPs at 30 suggests that the effects of video game play generalize to untrained
locations, as this eccentricity is beyond the eccentricity at which most gamers play.
VGPs also show a clear advantage in localization with or without the presence
of distracting objects. The superior performance in the no distractors condition
indicates an enhancement at localizing abrupt onsets in the visual periphery. The very
36
brief amount of time the stimulus is displayed (<15 ms) appears sufficient to create a
detectable change in the visual field that is more easily localized by the VGP
population than the NVGP population. While this condition requires the subject to
locate abrupt onsets and so may draw on exogenous attention, it is also possible that
improvement on this condition could be due to more perceptual factors. The
advantage in the distractors present blocks indicates that video game experience
increases the ability to select targets amongst distractors. Therefore, although the
results of Experiment 1 could have been attributed to an increase in distractibility in
VGPs, the findings of Experiment 2 conclusively demonstrate that not only are more
resources available to VGPs, but this enhanced attention can act to increase target
selection. This is consistent with previous reports which have found a positive
relationship between increased attention and enhanced visual selection (Carrasco &
Yeshurun, 1998; Eckstein, Shimozaki, & Abbey, 2002; Palmer, 1994).
Finally, when the center task was added, VGPs continue to substantially
outperform the NVGPs. VGPs perform both tasks easily and in fact, their localization
performance shows no effect of the added center task. Conversely, NVGPs show a
small decrease in task performance with the addition of a center task. The size of the
falloff is consistent with previous work on the UFOV paradigm, namely relatively
modest decreases in peripheral localization performance with the addition of a center
discrimination task in younger observers, with substantially larger effects being seen
in the elderly (Ball et al., 1988).
37
38
group was added to check for another possible explanation for the difference between
VGPs and NVGPs whereby what is learned during video game play is not necessarily
visual in nature, but is instead visuo-motor. Although the use of percent correct, and
not reaction time, should minimize the effect of visuo-motor coordination in our
measures, it is possible that by alleviating the demands of the motor response, video
game playing allows VGPs to have more left-over resources available to process
the stimulus. If the differences observed in Experiment 2 are due to an attentional
enhancement and not due to lightened visuo-motor control or genetically endowed
traits, a notable improvement in UFOV performance should be observed following
training in the action game trainees, but not in the control game trainees. Unlike
Experiments 1 and 2 that only included males, Experiment 3 included half males and
half females, allowing us to test the generality of our findings to both sexes.
Based on the results of Experiment 2 as well as pilot training data, several
modifications were made to the design of the paradigm. Among these were to
remove feedback in order to minimize the amount of task-related learning that
occurred during testing. Also, a more difficult center discrimination task was
employed to avoid potential ceiling effects, as performance on the center
identification task of Experiment 2 was quite high.
4.1. Method
4.1.1. Participants
39
The study enrolled 32 NVGPs, none of whom had taken part in Experiments 1
or 2, who were equally and randomly divided between the experimental and the
control group. The criteria for NVGP remained the same as in all previous
experiments. All subjects underwent training as described below. In all 8 females and
8 males (mean age = 21.3, all right-handed) made up the final experimental group,
while the final control group consisted of 9 females and 7 males (mean age = 21.0, 15
right handed).
4.1.2. Pre-Test
Subjects underwent a slightly modified version of the previous tasks. First,
only four blocks were run - two no center task blocks and two center task present
blocks each with a no distractors and a distractors present condition. Second, a fine
orientation discrimination task was selected for the center task. The difficulty of the
center task was manipulated based on pilot data to lead to around 70% correct
performance making it a far more difficult center task than that used in Experiment 2.
Third, because the by-eccentricity timing manipulations had failed to yield equal
performance across eccentricities in Experiment 2, each eccentricity was tested with a
13 ms stimulus presentation duration. Fourth, a white noise mask was chosen, as
participants found the pattern mask used in the previous experiments especially
disrupting, and there were concerns that this difficult pattern mask may have been
disproportionately disruptive to NVGPs as compared to VGPs. Finally, to minimize
the effect of test-retest improvements, no feedback was given. Because no effect of
40
center task order was found in Experiment 2, and because of the presence of several
other tasks unrelated to the task at hand, subjects were always tested on the no center
task condition first, then the center task condition (making the run order: no center
task/no distractors, no center task/distractors present, center task present/no
distractors, center task present/distractors present). Finally, to minimize any testretest effects each subject underwent only 72 trials (eight spokes x three eccentricities
x three repetitions of each) for each condition.
4.1.3. Apparatus
4.1.3.1. Testing
The apparatus was identical to that described in Experiment 2 except
the monitor was a ViewSonic P817 21-in monitor (ViewSonic, Walnut, CA).
4.1.3.2. Training:
Both groups played on 20 monitors.
41
game). This game was chosen to be similar to those played by our VGPs. It has a
relatively simple interface, uses first-person point of view and requires effective
monitoring of the entire visual field (extent from fixation about 13-height x 16width). Each hour session was divided into three 20 minute blocks. The difficulty of
each block was adjusted based upon the kill/death ratio. If in a block the player
scored twice as many kills as they had deaths, the difficulty level was increased one
level. Players were re-tested on lower difficulty levels on the final two days of
training to quantitatively assess improvement.
The sixteen members of the control group played the game Tetris, which was
displayed to cover the entire extent of the screen. The FOV of the Tetris game was
actually slightly larger than that of the action game - the effective game area extended
18-height x 13-width from fixation. This game was selected to control for the
effect of improved visuo-motor coordination, while putting little demands on the
processing of multiple objects at once. Accordingly, the version of Tetris on which
subjects were trained had the preview block option turned off. In a manner analogous
to the action-trained group, improvement was quantitatively measured by comparing
performance on day 1 versus that on day 30.
4.1.5. Post-Test
After video game training, subjects were re-tested on the same experiment as
in the pre-test, as well as the other aforementioned unrelated tasks.
42
4.2. Results
43
44
statistically significant assuming a one-tailed test, which would be justified given our
specific prediction of greater improvements in the action trained group, and also that
this effect was significant (F(1,30) = 4.6, p < .05) in the arcsin transformed analysis.
45
46
47
training, and this held true for both groups (action trained: pretest: 61.3%+/-3.0,
posttest: 66.6% +/- 4.3, control trained: pretest: 66.6% +/- 3.1, posttest: 67.5% +/3.7; main effect of test p > .05; interaction between test and game trained, p > .5). A
main effect of distractor level (F(1,30) = 7.6, p = .01) indicates that central task
performance was affected by the demands of the localization task with worse central
task performance for the distractors present than the no distractors condition.
4.3. Discussion
The results from Experiment 3 establish that the act of playing an action video
game improves performance on the UFOV task. Importantly, action trained subjects
showed greater training induced improvements than subjects trained on a control
game that relies heavily on eye-hand coordination. Thus, improvement after action
game training cannot be attributed to a general test-retest advantage or to the fact that
video game training facilitates visuo-motor coordination. Instead, action video game
play appears to truly modify visuo-spatial attention.
As in Experiment 2, the action video game trained group improved their
localization ability at all eccentricities even at 30, which is beyond the maximum
eccentricity of game training. This result confirms that the effects of action video
game play do generalize to untrained locations in the visual field. The action trained
group also improved their localization performance both with and without the
presence of distractors, confirming that action video game play does enhance the
48
ability to monitor the peripheral visual field and also to select targets from within a
field of distractors.
Finally, a strong effect of training was seen on peripheral localization both
without and with the presence of a center task in the action-trained group. The finding
that the action- trained group outperforms the control trained group even when a
center task is added demonstrates that the enhanced peripheral localization
performance of action gamers is not at the cost of central performance. Unlike in
Experiment 2, the central task was equally difficult for both groups. As the
participants in Experiment 2 have many more hours of training than those of
Experiment 3, this pattern of result is consistent with the view that visual performance
may be harder to modify in central than in peripheral vision. Finally, the equivalent
performance on the center task in the two training groups in Experiment 3
demonstrates that the center task was perceptually as demanding in action-trained
and control trained group. It is therefore unlikely that the enhanced performance
induced by action game training could be due to perceptual factors. Rather the
proposal that action video game training enhances attentional resources over the
whole field offers a more parsimonious explanation of the data presented.
The goal of Experiment 3 was to establish a causal link between action video
game play and enhanced performance on the UFOV task. By showing that subjects
49
50
5.2 Discussion
This analysis indicates a lack of correlation between available measures of
game improvements and UFOV improvement. Although the finding of a such
positive correlation would have nicely complemented the finding of a causal
relationship between number of hours of action game play and UFOV performance, it
still remains that the very act of playing action games at a challenging level enhances
performance on a visual selection task to a greater extent than playing other, similarly
51
challenging, control games. It will be for future research to further assess the link
between the exact level of game expertise of a player and the quality of its visual
selective attention. This may require the development of finer outcome measures for
action video games improvement that do not mix perceptual aspects of gaming with
various strategic decisions.
6. General Discussion
52
53
periphery. While it is known that this type of task draws on exogenous attention
(Yantis & Jonides, 1990), it is also possible that improvement on this condition could
also be accounted for by perceptual, rather than purely attentional factors. The VGP
advantage in the distractors present condition indicates that VGPs are better able to
select targets amongst distractors than NVGPs. The fact that the distractors present
condition requires the successful selection of the target from amongst competing
alternatives suggests that VGPs do indeed display an enhancement in visual selective
attention, which has been shown to increase the spatial resolution of visual processing
(Carrasco, Williams, & Yeshurun, 2002; Talgar & Carrasco, 2002; Yeshurun &
Carrasco, 1998).
Alternative hypotheses that have purely perceptual factors at the root of the
differences observed in the distractors present condition are unlikely for several
reasons. First, as mentioned briefly in the introduction, performance on the UFOV is
quite poorly correlated with basic perceptual skills (acuity, contrast sensitivity,
perimetry) (Ball et al., 1990; Owsley et al., 1995). In fact, the UFOV was initially
designed by Ball and colleagues specifically because driving accidents in the elderly
were found to be poorly predicted by basic perceptual abilities, and a test was
required that better tapped the visual attentional requirements present while driving
(peripheral monitoring, target selection, distractor rejection). Of special note is the
fact that the relationship between low-level perceptual skills and UFOV performance
is particularly weak for the distractors present condition (Owsley, et al., 1995).
Second, the type of low-level sensory enhancements that could potentially underlie
54
55
56
57
References
Akhtar, N., & Enns, J. T. (1989). Relations between covert orienting and filtering in
the development of visual attention. Journal of Experimental Child
Psychology, 48(2), 315-334.
Ball, K., Beard, B., Roenker, D., Miller, R., & Griggs, D. (1988). Age and Visual
Search: Expanding the Useful Field of View. J. Optical Society of America,
A., 5(10), 2210-2219.
Ball, K., & Owsley, C. (1991). Identifying correlates of accident involvement for the
older driver. Human Factors, 33(5), 583-595.
Ball, K., & Owsley, C. (1992). The useful field of view test: a new technique for
evaluating age-related declines in visual function. J Am Optom Assoc, 63, 7179.
Ball, K., Owsley, C., & Beard, B. (1990). Clinical visual perimetry underestimates
peripheral field problems in older adults. Clinical Vision Sciences, 5, 113-125.
Ball, K., Owsley, C., Sloane, M., Roenker, D., & Bruni, J. (1993). Visual attention
problems as a predictor of vehicle crashes in older drivers. Investigative
Ophthalmology, 34(11), 3110-3123.
Beck, D. M., & Lavie, N. (2005). Look here but ignore what you see: effects of
distractors at fixation. Journal of Experimental Psychology: Human
Perception and Performance, 31(3), 592-607.
Brainard, D. G. (1997). The Psychophysics Toolbox. Spatial Vision, 10, 433-436.
58
Carrasco, M., Williams, P. E., & Yeshurun, Y. (2002). Covert attention increases
spatial resolution with or without masks: support for signal enhancement.
Journal of Vision, 2(6), 467-479.
Carrasco, M., & Yeshurun, Y. (1998). The contribution of covert attention to the setsize and eccentricity effects in visual search. Journal of Experimental
Psychology: Human Perception and Performance, 24(2), 673-692.
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game
experience on the time course of inhibition of return and the efficiency of
visual search. Acta Psychologica, 119, 217-230.
Eckstein, M., Pham, B. T., & Shimozaki, S. S. (2004). The footprints of visual
attention during search with 100% valid and 100% invalid cues. Vision
Research, 44, 1193-1207.
Eckstein, M., Shimozaki, S. S., & Abbey, C. K. (2002). The footprints of visual
attention in the Posner cueing paradigm revealed by classification images.
Journal of Vision, 2(1), 25-45.
Enns, J. T., & Cameron, S. (1987). Selective attention in young children: the relations
between visual search, filtering, and priming. Journal of Experimental Child
Psychology, 44(1), 38-63.
Enns, J. T., & Girgus, J. S. (1985). Developmental changes in selective and
integrative visual attention. Journal of Experimental Child Psychology, 40(2),
319-337.
59
Eriksen, B. A., & Eriksen, C. W. (1974). Effects of noise letters upon the
identification of a target letter in nonsearch task. Perception &
Psychophysics, 16(1), 143-149.
Goode, K. T., Ball, K. K., Sloane, M., Roenker, D. L., Roth, D. L., Myers, R. S., et al.
(1998). Useful field of view and other neurocognitive indicators of crash risk
in older adults. Journal of Clinical Psychology in Medical Settings, 5(4), 425441.
Gopher, D. (1992). The skill of attentional control: acquisition and execution of
attention strategies. In D. E. Meyer & S. Kornblum (Eds.), Attention and
Performance XIV (pp. 299-322). Cambridge, Massachusetts: The MIT Press.
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game
trainer to flight. Human Factors, 36(3), 387-405.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective
attention. Nature, 423, 534-537.
Greenfield, P. M., DeWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video
games and informal education: effects on strategies for dividing visual
attention. Journal of Applied Developmental Psychology, 15, 105-123.
Husain, M., & Kennard, C. (1997). Distractor-dependent frontal neglect.
Neuropsychologia, 35(6), 829-841.
Intriligator, J., & Cavanagh, P. (2001). The spatial resolution of visual attention.
Cognitive Psychology, 43(3), 171-216.
60
61
62
Rovamo, J., & Virsu, V. (1979). An estimation and application of the human cortical
magnification factor. Experimental Brain Research, 37, 495-510.
Rueda, M. R., Fan, J., McCandliss, B. D., Halparin, J. D., Gruber, D. B., Lercari, L.
P., et al. (2004). Development of attentional networks in childhood.
Neuropsychologia, 42(8), 1029-1040.
Russell, C., Malhotra, P., & Husain, M. (2004). Attention modulates the visual field
in healthy observers and parietal patients. Neuroreport, 15(14), 2189-2193.
Scialfa, C. T., Esau, S. P., & Joffe, K. M. (1998). Age, target-distractor similarity,
and visual search. Experimental Aging Research, 24(4), 337-358.
Sekuler, R., & Ball, K. (1986). Visual localization: age and practice. J. Optical
Society of America, A., 3(6), 864-867.
Sekuler, R., Bennett, P., & Mamelak, M. (2000). Effects of aging on the useful field
of view. Experimental Aging Research, 26, 103-120.
Shalev, L., & Tsal, Y. (2003). The wide attentional window: a major deficit of
children with attention difficulties. Journal of Learning Disabilities, 36(6),
517-527.
Sprenger, A., Kompf, D., & Heide, W. (2002). Visual search in patients with left
visual hemineglect. Prog Brain Res, 140, 395-416.
Tales, A., Haworth, J., Nelson, S., Snowden, R. J., & Wilcock, G. (2005). Abnormal
visual search in mild cognitive impairment and Alzheimer's disease.
Neurocase, 11(1), 80-84.
63
Tales, A., Muir, J., Jones, R., Bayer, A., & Snowden, R. J. (2004). The effects of
saliency and task difficulty on visual search performance in ageing and
Alzheimer's disease. Neuropsychologia, 42(3), 335-345.
Talgar, C. P., & Carrasco, M. (2002). Vertical meridian asymmetry in spatial
resolution: visual and attentional factors. Psychonomic Bulletin and Review, 9,
714-722.
Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention.
Cognitive Psychology, 12, 97-136.
Trick, L. M., Jaspers-Fayer, F., & Sethi, N. (2005). Multiple-object tracking in
children: The "Catch the Spiers" task. Cognitive Development, 20(3), 373387.
Vivas, A. B., G.W., H., & Fuentes, L. J. (2003). Inhibitory processing following
damage to the parietal lobe. Neuropsychologia, 41(11), 1531-1540.
Yantis, S., & Jonides, J. (1990). Abrupt visual onsets and selective attention:
voluntary versus automatic allocation. Journal of Experimental Psychology:
Human Perception and Performance, 16, 121-134.
Yeshurun, Y., & Carrasco, M. (1998). Attention improves or impairs visual
performance by enhancing spatial resolution. Nature, 396(6706), 72-75.
64
65
66
Abstract
Action video game play enhances several different aspects of visual processing
(Green & Bavelier, 2003); however the mechanisms underlying this improvement
remain unclear. Here we show that action video game play can alter fundamental
characteristics of the visual system such as the spatial resolution of visual processing
across the visual field. To determine the spatial resolution of visual processing we
measured the smallest distance a distractor can be from a target without
compromising target identification. This approach exploits the fact that visual
processing is hindered as distractors are brought nearer to the target, a phenomenon
known as crowding. Video game players could tolerate smaller target-distractor
distances, establishing an enhancement of the spatial resolution of visual processing
in this population. Critically, similar effects were observed in non-video game players
that were trained on an action video game, thus verifying a causative relationship
between video game play and augmented spatial resolution.
67
68
target wherein the presence of distracting objects leads to decreased sensitivity for the
target is known as the crowding region or the zone of spatial interaction (Bouma,
1970; Flom, Weymouth et al., 1963; Intriligator & Cavanagh, 2001; Jacobs, 1979;
Toet & Levi, 1992), and in our everyday life limits our ability to identify letters or
words embedded in text for example.
Several lines of explanation for visual crowding have been advanced. Some
have suggested important roles for interactions between the facilitatory and inhibitory
regions within neuronal receptive fields in early visual areas or interactions between
neurons via long-range horizontal connections (Flom, Heath, & Takahashi, 1963;
Polat & Sagi, 1994; Tripathy & Levi, 1994). Others have suggested that crowding,
particularly foveal crowding, is a form of spatial frequency masking or contrast
masking (Chung, Levi, & Legge, 2001; Levi, Klein, & Hariharan, 2002) or is related
to the physical properties of the stimulus (Hess, Dakin, & Kapoor, 2000).
Alternatively, it has been proposed that the size of the crowding region offers a
measure of the resolution of visual attention (Intriligator & Cavanagh, 2001; Tripathy
& Cavanagh, 2002). Importantly for our purpose, whichever interpretation of
crowding may prevail all parties agree that crowding reflects a fundamental limitation
on the spatial resolution of the visual system.
In this paper we test the hypothesis that action video game play leads to
enhanced spatial resolution, by using a crowding paradigm modeled after Toet and
Levi (1992). Experiment 1 establishes that avid action game players (VGPs) exhibit
smaller crowding regions than non-game players (NVGPs), meaning that VGPs
69
Experiment 1
The proposal of enhanced spatial resolution in VGPs predicts that the size of
the crowding region will be smaller in VGPs than NVGPs. The size of the crowding
region was measured by testing the ability of participants to discriminate between a
right-side up and an upside-down T as a function of the distance between this target
object and two flanking distractor T shapes presented above and below the target
(Figure 1) (Toet & Levi, 1992). The size of the crowding region was assessed at
three different eccentricities (0, 10, and 25) chosen to allow the measurement of
potential changes both well within (0 and 10) and just at the limit of (25) the field
of view of normal game playing (most of our gamers reported playing on screens that
subtended an average of +/-15 from the center of the screen). If changes in the size
of the crowding region do arise as a result of action video game experience, but the
learning is specific for the trained region of space, one would predict greater
enhancements for 0 and 10 than for 25. Conversely, if similar changes were
observed across eccentricities, it would be evidence for generalization of the learning
beyond the more highly trained regions of space.
70
Figure 1 - Stimuli
The stimuli consisted of three T shapes randomly oriented either right-side up or upside down. The
subjects task was to indicate the orientation of the center T. In separate blocks, three eccentricities
were tested--0, 10, and 25. The size of the Ts was set to be 1.5 times each individual subjects Talone threshold at each given eccentricity.
Method
Participants
Twenty right-handed males (all undergraduates at the University of
Rochester) with normal or corrected-to-normal vision were placed into one of two
groups, VGP or NVGP, based on the outcome of an interview about their video game
playing habits (only males were tested in Experiment 1 because of the relative
scarcity of female action video game players). Participants were asked about different
types of video games in turn (action, sports, fantasy, role playing, other), and for each
type, were asked to name all the games they had played in the past 12 months. For
each video game the participants reported playing, they were asked how often they
played that game in the previous 12 months (daily, weekly, monthly or less), and if
applicable, how many hours they spent playing per week (0, 0-1, 1-2, 3-5, 5-10, 10+)
and for how long they played it during a typical session.
71
Apparatus
The apparatus consisted of a MacIntosh G3 computer running a program to
present stimuli and collect the data using the Matlab computer language (The Math
Works Inc., Natick, MA) and the Psychophysical Toolbox routines (Brainard, 1997;
Pelli, 1997- http://psychtoolbox.org). The stimuli were displayed on a 24 Sony
GDM-FW900 driven at a resolution of 1920x1440 at 75Hz by a MP850 video card
(Village Tronic Computer, Sarstedt, Germany).
Stimuli
The stimuli/procedure were modeled after Toet & Levi (1992; Figure 1). The
stimuli consisted of three vertically aligned Ts formed by black pixels (3cd/m2) with
stroke widths of 2 pixels, which were presented against a uniform white background
(70 cd/m2). The Ts were randomly presented either right-side up (T) or upside down.
For each eccentricity tested, the size of the Ts was set to 1.5 times each individual
subjects T-alone discrimination threshold. The T-alone discrimination threshold was
72
derived by averaging the threshold obtained in two blocks prior to the experimental
condition where the T was presented in isolation.
Viewing conditions
The three eccentricities tested, 0, 10 and 25, called for three different
viewing distances (300cm, 90cm, 50cm respectively). For the two peripheral
conditions, the stimuli were always centered on the horizontal meridian to the right of
fixation, and subjects were eye-tracked. The eye-tracking analysis was conducted
offline; thus, trials in which an eye movement occurred could not be removed from
the final analyses. However, the number of eye movements made was quite few (<
4% of trials) and did not differ between groups (F(1,18) = .7, prep < .58) or among
eccentricities (F(1,18) = .98, prep < .65). The order of eccentricity blocks was
counterbalanced across subjects. No effect of run-order was found and will not be
discussed further.
Procedure
Each trial began with a short auditory tone followed by a 150ms ISI. For the
0 stimulus the fixation dot was extinguished during this interval to diminish any
possible forward masking. For the two peripheral conditions the fixation dot
remained visible throughout the trial. The stimuli were then presented for 100 ms.
The subjects task was to indicate the orientation (up/down) of the center T by
pressing the corresponding key on the keyboard. The subject was free to respond at
73
any time following stimulus presentation. Subjects were told that accuracy rather
than speed of response was critical. Following response, auditory feedback was given
(low tone incorrect, high tone correct).
The critical manipulation was the center-to-center spacing between the two
flanking Ts and the target T (initial spacing: 30/400/600 minutes of arc for 0/10/25
conditions respectively), which was controlled by a three up, one down staircase
(step-size of 5%). Rather than ending the staircase procedure after a certain number
of reversals, in order to ensure that subjects were given equal experience (as three
different eccentricities were tested and compared), all subjects underwent 200 trials
per condition. The final crowding threshold value was calculated by averaging the
center-to-center target/distractor spacing across the final 10 trials.
74
75
76
Figure 2 - Results
A) VGPs demonstrated smaller crowding regions than NVGPs. However, while the size of the
crowding region increased with increasing eccentricity, the size of the VGP effect was consistent
across eccentricities.
B) A significant decrease in crowding threshold was observed in NVGPs following action video game
training.
C) No reliable change in threshold was seen in the control group following training suggesting that the
effect seen in the action group was not due to test-retest effects or changes in visuo-motor factors.
# - SEM for all data points was less than the size of the squares denoting the values
## - (*: prep > .92, **: prep > .97)
Experiment 2
Experiment 2 employed a training paradigm to investigate whether a causative
relationship exists between action video game experience and higher spatial
resolution. Thirty-two non-gamers were divided into two training groups. One group
was then trained on an action game that was similar to those played by the VGPs in
Experiment 1 (described below), while the other was trained on a game that was less
visually intense, but that did require substantial visuo-motor coordination (also
described below). In addition to controlling for any effects of improved visuo-motor
77
Method
Participants
Thirty-two NVGPs were equally and randomly divided between the
experimental and the control group. The criteria for NVGP remained the same as in
Experiment 1. All subjects underwent training as described below. In all, 8 females
and 8 males (mean age = 21.3; all right-handed) made up the final experimental
group, while the final control group consisted of 9 females and 7 males (mean age =
21.0, 15 right handed).
78
Testing: Apparatus/Stimuli/Procedure
The apparatus/stimuli/procedure were identical to that described in
Experiment 1 with three exceptions. First, because subjects underwent several
unrelated experiments, the total testing duration was minimized and thus only one Talone block was completed prior to the experimental block. Also, to decrease running
time, the step size of the change in T size was set at 20% until three reversals were
observed and then decreased to 5%, allowing stable thresholds to be reached in 120
trials. Finally, because no effect of run order was found in Experiment 1, the three
eccentricities were run in the fixed order: 0, 10, 25. Eye movements were again
measured for the two peripheral conditions and as in Experiment 1, were quite rare
(approximately 3% of trials) and did not differ as a function of test, game, or
eccentricity nor were there interactions between any of these variables.
Training: Apparatus/Stimuli/Procedure
For both groups, training consisted of playing the pre-determined video game
for a total of 30 hours (maximum of 2 hours per day, minimum of 5 hours per week,
maximum of 8 hours per week). The sixteen members of the experimental group
played the game Unreal Tournament 2004 (henceforth referred to as the action video
game). This game was chosen to be similar to those played by our VGPs; it has a
relatively simple interface, uses first-person point of view and requires effective
monitoring of the entire visual field (extent from fixation about 13-height x 16width). Each hour session of the action game was divided into three 20-minute
79
blocks. The difficulty of each block was adjusted based upon the kill/death ratio. If
in a block the player scored more than twice as many kills as they had deaths, the
difficulty level was increased one level. Also, players were periodically re-tested on
lower difficulty levels to quantitatively assess improvement.
The sixteen members of the control group played the game Tetris, which was
displayed to cover the entire extent of the screen (18-height x 13-width from
fixation). As such, the field of view of the Tetris game was actually slightly larger
than that of the action game. Tetris was selected to control for the effect of improved
visuo-motor coordination, while putting little demands on the processing of multiple
objects at once. Accordingly, the version of Tetris on which subjects were trained had
the preview block option turned off. In a manner analogous to the action-trained
group, improvement was quantitatively measured by comparing performance on Day
1 versus that on Day 30.
Both groups played their respective games on 20 monitors. The action game
group played on Dell FlatPanel displays, whereas the control group played on CRT
monitors.
80
taken on their first playing of the level (which, because of the way in which difficulty
was increased was not necessarily on the first day of training) was compared with
their final playing of the level on Days 29-30. A substantial increase in number of
kills and decrease in number of deaths was seen at each difficulty level (Level 1:
226% increase in kills, 64% decrease in deaths; Level 2: 147%, 38%; Level 3: 160%,
27%; Level 4: 80%, 33%; Level 5: 52%, 32%).
For the control game, the mean and median scores from Day 1 were compared
with the same values on Day 30. As in the action game, the control players showed
substantial improvements after training, the mean score improving by 323% and the
median score by 359%.
These results demonstrate that both groups were engaged in their training and
showed improvement on the training task.
Crowding Thresholds
As in Experiment 1 the crowding thresholds were first converted to log10
values and then analyzed in a 2x2x3 ANOVA with trained game (action/control), test
(pre/post), and eccentricity (0/10/25) as factors. A strong main effect of
eccentricity was observed (F(2,60) = 2506.5, prep > .99, partial eta-squared=.98) with
crowding thresholds increasing with increasing eccentricity. A main effect of test
was also observed (F(1,30) = 4.8, prep = .93, partial eta-squared=.14) with crowding
thresholds being lower post-test than pre-test. Importantly, and confirming the results
from Experiment 1, an interaction between trained game and test was observed
81
(F(1,30) = 11.6, prep = .99, partial eta-squared=.28) with the action group showing
larger decreases in crowding threshold from pre-test to post-test than the control game
(Figure 2B and 2C respectively). This effect did not interact with eccentricity
(F(2,60) = .03, prep < .1) suggesting that the effect of training was similar across the
eccentricities tested.
Unlike in Experiment 1, where VGPs showed lower thresholds than NVGPs,
no effect of trained game or test was detected in the T-alone data in Experiment 2.
Only a main effect of eccentricity (F(2,60) = 918.8, prep > .99) was observed, with, as
typical, thresholds increasing with increasing eccentricity.
The results of Experiment 2 establish that subjects trained on an action video
game have significantly greater decreases in crowding threshold than those subjects
trained on the control game. Unlike in Experiment 1, visual acuity (T-alone threshold)
was not detectably modified by 30 hours of training. Although it is unclear at this
point whether more training could produce a reliable change in visual acuity,
Experiment 2 unambiguously demonstrates that visual crowding can be altered
through action video game training.
82
the high central resolution can be enhanced with proper training. In addition,
improvements in the periphery were seen at locations well within the range of playing
as well as at more eccentric locations, indicating transfer of training beyond the
highly trained regions of space. NVGPs specifically trained on an action video game
for 30 hours showed similar improvement in the size of the visual crowding region
establishing a causative relationship between video game experience and a reduction
in the size of the crowding region. These results establish that video game play may
alter basic properties of the visual system.
This study extends previous findings on the impact of video game and visual
skills by showing that video game play can alter visual performance even in a task
where the location and time of arrival of the stimulus are fixed and known ahead of
time to the subject. In contrast, previous work in gamers focused on complex visual
tasks that by design relied on uncertainty, such as in visual search tasks where the
target location is uncertain and has to be found. Although the finding that video game
play changes performance on such complex visual tasks is interesting, a number of
other manipulations are known to also affect performance on such tasks. For example,
much previous research documents enhanced visual spatial resolution when
exogenous cues are used to reduce spatial and temporal uncertainty (Carrasco,
Williams, & Yeshurun, 2002; Yeshurun & Carrasco, 1999), or alternatively poorer
performance when a difficult secondary task is added (Zenger, Braun, & Koch, 2000).
Here VGPs demonstrated reductions in crowding thresholds even though where and
when the stimulus would appear was fixed allowing subjects to focus at their optimal
83
level. The finding of improved performance under such conditions cannot easily be
attributed to strategic factors. Rather, one of the mechanisms by which action video
game play may enhance visual processing is by increasing the spatial resolution of
visual processing across the visual field.
The present study highlights the potential of action video game training for
rehabilitation of visual deficits. Indeed a common feature in visually impaired
patients is greater vulnerability to crowding, such as in the cases of amblyopia or
normal aging (Ball et al., 1988; Ball & Owsley, 1992; Hariharan, Levi, & Klein,
2005; Levi, Hariharan, & Klein, 2002; Levi & Klein, 1985; Polat, Sagi, & Norcia,
1997). Of course, much work remains to characterize the level(s) of processing at
which video game playing may be acting; however, by establishing that a video game
training regimen can reduce the detrimental effects of crowing, this research opens
new avenues for the development of rehabilitation software.
84
85
References
Ball, K., Beard, B., Roenker, D., Miller, R., & Griggs, D. (1988). Age and Visual
Search: Expanding the Useful Field of View. J. Optical Society of America,
A., 5(10), 2210-2219.
Ball, K., & Owsley, C. (1992). The useful field of view test: a new technique for
evaluating age-related declines in visual function. J Am Optom Assoc, 63, 7179.
Benson, P. G. (2001). Hawthorne Effect. In W. E. Craighead & C. B. Nemeroff
(Eds.), The Corsini encyclopedia of psychology and behavioral science (3rd
ed., Vol. 2, pp. 667-668). New York: John Wiley and Sons.
Bouma, H. (1970). Interaction effects in parafoveal letter recognition. Nature, 226,
177-178.
Brainard, D. G. (1997). The Psychophysics Toolbox. Spatial Vision, 10, 433-436.
Carrasco, M., Williams, P. E., & Yeshurun, Y. (2002). Covert attention increases
spatial resolution with or without masks: support for signal enhancement.
Journal of Vision, 2(6), 467-479.
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game
experience on the time course of inhibition of return and the efficiency of
visual search. Acta Psychologica, 119, 217-230.
Chung, S. T., Levi, D. M., & Legge, G. E. (2001). Crowding: a classical spatialfrequency masking effect? Vision Research, 41, 1833-1850.
86
Fahle, M. (2004). Perceptual learning: a case for early selection. Journal of Vision,
4(10), 879-890.
Fahle, M. (2005). Perceptual learning: specificity versus generalization. Current
Opinion in Neurobiology, 15(2), 154-160.
Flom, M. C. (1991). Contour interactions and the crowding effect. Problems in
Optometry, 3, 237-257.
Flom, M. C., Heath, G. G., & Takahashi, E. (1963). Contour interaction and visual
resolution: contralateral effects. Science, 142, 979-980.
Flom, M. C., Weymouth, F. W., & Kahneman, D. (1963). Visual resolution and
contour interaction. Journal of the Optical Society of America, 53, 1026-1032.
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game
trainer to flight. Human Factors, 36(3), 387-405.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective
attention. Nature, 423, 534-537.
Green, C. S., & Bavelier, D. (2006). The cognitive neuroscience of video games. In
L. Humphreys & P. Messaris (Eds.), Digital Media: Transformations in
Human Communication: Peter Lang Pub Inc.
Green, C. S., & Bavelier, D. (In Press). Enumeration versus multiple object tracking:
The case of action video game players. Cognition.
Greenfield, P. M., DeWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video
games and informal education: effects on strategies for dividing visual
attention. Journal of Applied Developmental Psychology, 15, 105-123.
87
Hariharan, S., Levi, D. M., & Klein, S. A. (2005). "Crowding" in normal and
amblyopic vision assessed with gaussian and gabor C's. Vision Research, 45,
617-633.
Hess, R. F., Dakin, S. C., & Kapoor, N. (2000). The foveal 'crowding' effect: physics
or physiology. Vision Research, 40, 365-370.
Intriligator, J., & Cavanagh, P. (2001). The spatial resolution of visual attention.
Cognitive Psychology, 43(3), 171-216.
Jacobs, R. J. (1979). Visual resolution and contour interaction in the fovea and
periphery. Vision Research, 19(1187-1195).
Karni, A., & Sagi, D. (1991). Where practice makes perfect in texture discrimination:
evidence for primary visual cortex plasticity. Proc Natl Acad Sci, 88(11),
4966-4970.
Leat, S. J., Li, W., & Epp, K. (1999). Crowding in central and eccentric vision: the
effects of contour interaction and attention. Investigative Ophthalmology &
Visual Science, 40(2), 504-512.
Levi, D. M., Hariharan, S., & Klein, S. A. (2002). Suppressive and facilitatory spatial
interactions in amblyopic vision. Vision Research, 42, 1379-1394.
Levi, D. M., & Klein, S. A. (1985). Vernier acuity, crowding, and amblyopia. Vision
Research, 40, 1775-1783.
Levi, D. M., Klein, S. A., & Hariharan, S. (2002). Suppressive and facilitatory spatial
interactions in foveal vision: Foveal crowding is simple contrast masking.
Journal of Vision, 2, 140-166.
88
89
Tripathy, S. P., & Levi, D. M. (1994). Long-range dichoptic interactions in the human
visual cortex in the region corresponding to the blind spot. Vision Research,
34, 1127-1138.
Yeshurun, Y., & Carrasco, M. (1999). Spatial attention improves performance in
spatial resolution tasks. Vision Research, 39, 293-306.
Zenger, B., Braun, J., & Koch, C. (2000). Attentional effects on contrast detection in
the presence of surround masks. Vision Research, 40, 3717-3724.
90
Department of Brain and Cognitive Sciences, Center for Visual Science, University
of Rochester, Rochester, New York 14627, USA
91
92
first target and then detect a second target. This task includes two distinct attentional
bottlenecks. First is the attentional blink per se, which is the difficulty of processing a
second target that comes 200500 ms after the onset of the first one. Second is the
cost of switching tasks between the first and second target (from identification to
detection); unlike the attentional blink per se, this effect is most pronounced when the
two targets are temporally adjacent and then decreases slowly as the time between the
two targets increases. This attentional bottleneck is not specific to vision but rather
appears amodal21,23,24. Thus, by using an identification/detection attentional blink task,
we could test whether the enhanced capacities after video-game training not only
applied to a purely visual bottleneck but also generalized to an amodal one.
VGPs outperformed NVGPs on second-target correct detections from lag 1 to
lag 5, indicating less attentional blink (Fig. 4b). The finding of a population
difference as early as lag 1 indicates that video-game training enhances taskswitching abilities as well as decreasing the attentional blink. Thus, both the visual
and amodal bottlenecks identified during temporal processing of visual information
are reduced in VGPs. Clearly, these individuals have an increased ability to process
information over time; however, whether this is due to faster target processing, such
as faster selection and stabilization of information in memory, or to an increased
ability to maintain several attentional windows in parallel, cannot be determined from
our current data.
93
Figure 4
A.
B.
We also carried out a training experiment to alleviate concerns over the source
of the VGP and NVGP population differences. By selecting VGPs, we may have
94
selected individuals with inherently better attentional skills than NVGPs. The
consequence of this potential split would be that VGPs, with their greater natural
ability, did well at video games and so played often, whereas NVGPs, whose
inherent abilities limited their success, avoided playing games as a result. Another
possible confound was that, because of relatively superior visuo-motor coordination,
VGPs were better able to perform the motor aspect of the tasks and thus had more
spare resources to devote to the visually demanding part of the tasks. To rule out
these potential confounds, a group of NVGPs underwent action-video-game training,
in which they were asked to play Medal of Honor (a game similar to those reported
being played by the VGP population) for 1 h per day for 10 consecutive days. A
control group was trained, over the same time span, on the game Tetris. This game
contains a challenging visuo-motor component but, whereas action games require that
attention is distributed and/or switched around the field, Tetris demands focus on one
object at a time. Tetris, therefore, would not be expected to change the aspects of
visual attention described above and thus affords an excellent control for monitoring
improvement due to enhanced visuo-manual expertise and testretest improvements.
Before and after training we tested each group on the enumeration, useful-field-ofview and attentional-blink experiments. The training was successful as all participants
improved their scores on the video game on which they were trained. Notably, actiongame training led to greater performance improvement than did the control game on
all three experimental tasks. Enumeration increased by 1.7 items in individuals
trained on action games, whereas the control group showed no improvement
95
population by improvement, p < 0.05). Training on action video games enhanced the
useful field of view and lead to faster recovery from the attentional blink (Fig. 5)
Figure 5
96
it is capable of radically altering visual attentional processing. There are several ways
by which video-game training could lead to such enhancements. Changes in known
attentional bottlenecks is certainly a possibility; however, speeded perceptual
processes and/or better management of several tasks at the central executive level are
also likely to contribute. It will be for future studies of the effect of video-game
practice to determine the relative contribution of these different factors to skill
learning.
Methods
Participants
Subjects were aged between 18 and 23 years. The VGPs had played action video
games on at least 4 days per week for a minimum of 1 h per day for the previous 6
months. The games included Grand Theft Auto3, Half-Life, Counter-Strike, Crazy
Taxi, Team Fortress Classic, 007, Spider-Man, Halo, Marvel vs Capcom,
Roguespeare and Super Mario Cart. The NVGPs had little, and preferably no, videogame usage in the past 6 months. Experiments 14 included only males; in
experiment 5, both male and female NVGPs underwent training.
For experiment 4attentional blink (Fig. 4)the stimuli and procedure described
previously20 were used except that eight lags instead of nine, and eight trials per
condition instead of ten, were used. VGPs had almost significantly higher-secondtarget detection accuracy in the control condition (detecting the X in the absence of a
first target, 95.6% to 87.9%, p = 0.061). Conservatively, all analyses were done on
97
the difference between the variable of interest and the baseline detection condition to
eliminate different baseline abilities as a potential confound in interpreting the depth
of the attentional blink between populations.
For experiment 5training (Fig. 5)all subjects were tested on the useful-field-of
view, attentional-blink and enumeration tasks (in this order) before training; they then
underwent training for 1 h per day for 10 days with one of two possible kinds of
video game. After training they were retested on the same three tasks (in the same
order). The experimental group trained on Medal of Honor: Allied Assault (Electronic
Arts, 2002). This game simulates Second World War combat situations and was
chosen to be similar to those played by our VGPs. It has a relatively simple interface,
uses first-person point of view and requires effective monitoring of the whole visual
field. Subjects played the game straight through for the first 8 days. On days 9 and 10,
they returned to the beginning of the game to quantitatively measure their
improvement (comparing performance over mission 1 during their first and second
playings). In all available measures of improvement taken (accuracy and deaths to
complete mission), subjects improved their performance after training (accuracy, 17%
improvement; deaths to complete, 42% improvement).
For the control group (n = 8), Tetris (Original Tetris, AcademySoft Elorgwhich,
1987; Tengen, 1988) was displayed to cover the entire extent of the screen. This
game was selected to control for the effect of improved visuo-motor coordination,
while putting few demands on the processing of several objects at once. Accordingly,
the version of Tetris on which subjects were trained had the preview block option
98
turned off. In the two measures of improvement available (high score,maximum level
reached), all subjects improved after training (high score, 71% improvement; mean
level improvement, 67% improvement).
99
100
(1988).
18. Myers, R. S., Ball, K. K., Kalina, T. D., Roth, D. L. & Goode, K. T. Relation of
useful field of view and other screening tests to on-road driving performance. Percept.
Mot. Skills 91, 279290 (2000).
19. Ball, K. K., Owsley, C., Sloane,M., Roenker, D. & Bruni, J. Visual attention
problems as a predictor of vehicle crashes in older drivers. Invest. Ophthalmol. 34,
31103123 (1993).
20. Raymond, J. E., Shapiro, K. L. & Arnell, K. M. Temporary suppression of visual
processing in an RSVP task: an attentional blink? J. Exp. Psychol. Human Percept.
Perform. 18, 849860 (1992).
21. Chun, M. M. & Potter, M. C. A two-stage model for multiple target detection in
rapid serial visual presentation. J. Exp. Psychol. Human Percept. Perform. 21, 109
127 (1995).
22. Broadbent, D. & Broadbent,M. Fromdetection to identification: response to
multiple targets in rapid serial visual presentation. Percept. Psychophys. 42, 105113
(1987).
23. Arnell, K. & Jolicoeur, P. The attentional blink across stimulus modalities:
evidence for central processing limitation. J. Exp. Psychol. Human Percept. Perform.
25, 630648 (1999).
24. Potter, M. C., Chun, M. M., Banks, B. S. & Muckenhoupt, M. Two attentional
deficits in serial target search: the visual attentional blink and an amodal task-switch
deficit. J. Exp. Psychol. Human Percept. Perform. 24, 979992 (1998).
101
25. Proksch, J. & Bavelier, D. Changes in the spatial distribution of visual attention
after early deafness. J. Cogn. Neurosci. 14, 15 (2002).
102
103
Abstract
Here we demonstrate that action video game play enhances subjects' ability in
two tasks thought to indicate the number of items that can be apprehended. Using an
enumeration task, in which participants have to determine the number of quickly
flashed squares, accuracy measures showed a near ceiling performance for low
numerosities and a sharp drop in performance once a critical number of squares was
reached. Importantly, this critical number was higher by about two items in video
game players (VGPs) than in non-video game players (NVGPs). A following control
study indicated that this improvement was not due to an enhanced ability to instantly
apprehend the numerosity of the display, a process known as subitizing, but rather
due to an enhancement in the slower more serial process of counting. To confirm that
video game play facilitates the processing of multiple objects at once, we compared
VGPs and NVGPs on the multiple object tracking task (MOT), which requires the
allocation of attention to several items over time. VGPs were able to successfully
track approximately two more items than NVGPs. Furthermore, NVGPs trained on an
action video game established the causal effect of game playing in the enhanced
performance on the two tasks. Together, these studies confirm the view that playing
action video games enhances the number of objects that can be apprehended and
suggest that this enhancement is mediated by changes in visual short-term memory
skills.
104
1. Introduction
1.1. Video Games and Visual Skills
Video game play leads to a number of alterations in visual attention, visuomotor coordination, and other perceptual/cognitive processes (Dorval & Pepin, 1986;
McClurg & Chaille, 1987; Orosy-Fildes & Allan, 1989; Gopher, 1992; Gopher, Weil,
& Bareket, 1994; Greenfield, DeWinstanley, Kilpatrick, & Kaye, 1994;
Subrahmanyam & Greenfield, 1994; Yuji, 1996; Green & Bavelier, 2003; Li &
Atkins, 2004). For example, several researchers have noted that video game play
decreases the reaction time (RT) of subjects asked to respond to visual stimuli
(Orosy-Fildes & Allan, 1989; Yuji, 1996). In the case of visual attention, Greenfield
and colleagues (Greenfield et al., 1994) demonstrated that in a simple target detection
task, expert video game players showed a diminished attentional cost (measured by
RT) when presented with low probability targets compared to that observed in nonplayers, indicating enhancements in the ability to divide attention. Gopher and
colleagues, working in collaboration with the Israeli military, demonstrated that
cadets trained on a video game performed significantly better than their untrained
peers on measures of flight performance (Gopher et al., 1994). Finally, our own work
(Green & Bavelier, 2003) has demonstrated that video game players outperform nonplayers on different aspects of visual attention, in particular in the flexibility and
efficiency with which they distribute attention over space and time. Such increases in
visual attention in video game players may have real-world practical implications.
105
The goal of the present study is to assess the claim that, in addition to its
effect on the spatial and temporal aspects of visual attention, action video game
playing also modifies the number of objects that can be apprehended. In this paper,
we compare the performance of video game players (VGPs) and non-video game
players (NVGPs) on both an enumeration task and the multiple object tracking
(MOT) task. These two particular tasks were chosen because they allow the separate
assessment of the number of items that can be enumerated in parallel (also termed
immediate apprehension), that can be enumerated serially (also termed counting), and
that can be successfully tracked over time. Our results suggest a relationship between
the number of items that can be accurately counted and the number of items that can
be tracked. In contrast, the number of items that can be immediately apprehended
seems to be under the control of distinct constraints. In addition, our results reveal
for the first time a dissociation between reaction time measures and accuracy
measures during the enumeration task. The consequences of these findings for our
understanding of the mechanisms at play in enumeration and MOT studies are
considered in the General Discussion.
106
107
not available when many items are present (Mandler & Shebo, 1982; van Oeffelen &
Vos, 1982). Along the same line, density differences have also been proposed to lead
to the observed discontinuity (Atkinson et al., 1976). A second view holds that the
discrepancy can be accounted for by a single cognitive process, counting, measured at
different points of a continuum (Gallistel & Gelman, 1992). In this model, the elbow
in the curve is thought to reflect a switch from a fast non-verbal mode of counting, to
a slower verbal mode of counting (Gallistel & Gelman, 1992). This view is
supported by the fact that many studies have demonstrated that the RT curve is not
truly flat, even for low numerosity; instead there is often a small slope (between five
and ten times shallower than what is seen for greater numbers of items) (Akin &
Chase, 1978; Oyama et al., 1981). It has also been speculated that increases in
memory load, light for few items but increasingly heavy for many items, may play a
role. An alternative view posits that the discontinuity reflects two fundamentally
different cognitive processes. From this viewpoint, the nearly flat region has been
taken to reflect an automatic, parallel, and immediate process, which has been dubbed
subitizing (Kaufman, Lord, Reese, & Volkman, 1949). For simplicity, throughout
the paper, the region over which performance is immediate will, for ease of
exposition, be referred to as the subitizing range. According to this model, the
mechanism(s) that underlie the subitizing process are hypothesized to be severely
capacity limited (on the order of three to four items). When the number of items to
enumerate exceeds the capacity of this automatic system, subjects must use a separate
process wherein serial attention is employed to count the items from visual short-
108
term memory. As it is well known that information in STM decays over time, the
process is slower and more error-prone. This is clearly reflected in the steep region of
the performance graph, which will be referred to as the counting range throughout the
remainder of the paper.
While there is much dissent as to whether the subitizing and counting range
reflect two separate cognitive processes or a more continuous process with added
constraints from short term memory and indexing as the numerosity increases, all
parties agree that the subitizing range provides an estimate of the number of items
that can be concurrently apprehended. We therefore decided to compare video game
players (VGPs) and non-video game players (NVGPs) on the enumeration task.
2. Experiment 1
In Experiment 1, we asked whether playing action video games would alter
enumeration ability. Experiment 1 also tests the view that video game play primarily
affects peripheral vision. Although our own work (Green & Bavelier, 2003), as well
as that of others (Orosy-Fildes & Allan, 1989), has shown improvements occurring in
both central and peripheral vision, it is still commonly thought that video game play
predominantly modifies peripheral vision. This view partly finds its support in the
fact that many video games require subjects to distribute attention peripherally, as
enemies can appear at any location. To test the effect of video game play on both
the central and peripheral visual field, VGPs and NVGPs underwent two different
enumeration experiments, one with a field of view restricted around fixation (5
109
square; henceforth referred to as the narrow field of view condition) and the other
with a much wider field of view (20 square; the wide field of view condition). If
video game play disproportionately affects far peripheral vision, any VGP advantage
over NVGPs should be magnified in the wide field of view condition. However, if
the effects of video game play are consistent across retinal eccentricities, at least for
the task under study, then performance should be somewhat equivalent between the
two populations at both fields of view.
Using two fields of view also allows us to test the effect of field of view on
the two components of the enumeration curve. The subitizing hypothesis suggests
that the flat region of the performance graph reflects a preattentive spatially parallel
mechanism and therefore predicts a similar subitizing span under both conditions. In
contrast, models with canonical patterns or density as the primary causative
mechanism predict that performance should be affected by this change in sparseness.
In addition, the counting portion of the enumeration task could be adversely affected
by the wider field of view as attending to a larger field of view reduces the amount of
resources available at any particular location in space and increases the probability
that the items will be inaccurately enumerated. The comparison of the two conditions
may therefore help in distinguishing between the various accounts of enumeration
performance. Experiments 1 and 2 were partially reported in Green and Bavelier
(2003).
110
2.1. Method
2.1.1. Subjects
Twenty-six males with normal or corrected-to-normal vision were placed into
one of two groups, VGP or NVGP, based upon their responses to a questionnaire
given prior to the experiment. Only males underwent testing because of the relative
paucity of females with sufficient video game experience.
The criterion to be considered a VGP was a minimum of 3-4 days a week of
action video game usage for the previous six months. Thirteen right-handed males
with a mean age of 19.4 years fell into this category. Ten of the thirteen subjects
reported daily video game usage for at least the previous six months, while the
remaining three reported playing several times a week for the same time span. A
highly abridged list of the games reported as played includes: Grand Theft Auto,
Half-Life, Counter-Strike, Marvel vs. Capcom, Rogue Speare, and Super Mario Kart.
The criterion to be considered a NVGP was little, although preferably no,
video game usage in the past six months. Thirteen males (eleven right- and two lefthanded) with a mean age of 19.3 years fell into this category. Eleven of the thirteen
members reported no video game experience whatsoever in the past year. The
remaining two quantified their video game experience as once per month or less.
Written informed consent was obtained from each subject and each subject
was paid $7.50 for each hour of participation.
111
112
constrained such that there was at least a .5 separation between adjacent squares. In
the wide field of view condition, the squares could be presented over a much wider
field of view (20 x 20). It should be noted that because the squares were kept at the
same size in the two field of view conditions, the square density was greater in the
narrow than in the wide field of view condition.
The order of the two conditions was counterbalanced. No effect of order was
found (p > .7) and thus will not be discussed further.
2.2. Results
Four measures of performance will be discussed for each experiment
accuracy breakpoint, percent correct, average response and RT.
Enumeration studies rely typically on reaction time analyses. In our case,
however, the use of a keyboard response, rather than a vocal response, makes the
interpretation of RT difficult. Although subjects were trained in advance in typing the
key that corresponded to a given number, it is likely that this method of response
nevertheless introduced additional variability in the measurement of RTs that may not
be consistent across the two groups. Video game players are known to have faster key
press RTs (Orosy-Fildes & Allan, 1989) and because there were 12 possible response
keys to choose from, issues such as working memory (the ability of a subject to
remember which key each finger was resting upon) and strategy (where the fingers
were centered, use of both hands versus only one hand, etc.) could have played a role.
With these caveats in mind, the RT data will be presented last.
113
114
115
their inflection point in both field of view conditions. While there was no effect of
field of view in the analysis of the slope of the first component, a main effect of field
of view was observed in the analysis of the second component, with the wide field of
view having a significantly greater slope than the narrow field of view, wide: 13.7+/0.7%, narrow: 11.1 +/- 0.7%, F(1,24) = 7.3, p = .013. Since the accuracy breakpoint
was equivalent in the two field of view conditions, it appears that the ability to
apprehend low numerosity is unperturbed by the size and density of the display,
whereas the greater slope of the second component in the wide field of view condition
suggests that the ability to count higher numbers of squares falls off more quickly in
the wide field of view condition.
116
correct, F(1,24) = 9.1, p = .006. This main effect can largely be attributed to
differences in performance for the very large numbers (10-12) between the two fields
of view which was further reflected in the observed interaction of field of view and
number of squares, F(11,264) = 2.5, p = .005.
Finally, a VGP status x field of view x number of squares interaction,
F(11,264) = 2.02, p = .03 will be further explored in analyses separated by field of
view, but appeared to be rooted in disproportionately poor performance by NVGPs on
even relatively low numbers of squares during the wide field of view condition.
117
2.2.1.4 RT
Despite the previously mentioned potential pitfalls with the RT data, the
statistics were in harmony with the percent correct data. A main effect of number of
squares was observed with subjects taking longer for greater numbers of squares,
F(11,264) = 101.8, p < .001. The main effect of VGP status on RT was nonsignificant (p > .05). However, a VGP status x number of squares interaction was
observed, rooted in the fact that VGPs were faster than NVGPs for low number of
items (1-2) but then became much slower for greater number of items, F(11,264) =
3.3, p < .001 (Figure 1C).
A main effect of field of view was also observed with subjects taking longer
in the narrow field of view condition than the wide field of view condition, narrow:
1.91+/-.05 s, wide: 1.7 +/- .05 s, F(1,24) = 14.7, p = .001. The effect of field of view
further interacted with number of squares, as RTs were relatively equivalent for low
numbers of squares, but much longer for larger numbers of squares in the narrow
field of view condition, F(11,264) = 6.2, p < .001. Finally, a VGP status x field of
view x number of squares interaction F(11,264) = 1.9, p < .05, was caused by VGPs
taking a disproportionately long time to respond in the narrow field of view condition
when many squares were presented.
Because of the observed interactions outlined above, the two field of view
conditions were further analyzed separately by field of view along the three
components revealing field of view by video game status interactions (percent
correct, average response, RT).
118
Figure 1 - Results
A. Enumeration accuracy - % correct and breakpoint: VGPs clearly outperform NVGPs on
the enumeration task. The VGP breakpoint (the elbow in the regression line) is approximately
2 items beyond that seen in the NVGPs. Furthermore, the VGP advantage continues to hold
even for high numerosity.
B. Average response: NVGPs begin to underestimate the true number of items (bar above zero)
about 2 items before VGPs. The relative inaccuracy of the NVGPs compared to VGPs can
also be seen for all numbers of squares as the VGP bar does not begin to deviate from zero
(on average perfectly correct) until around 10 items.
C. RTs: NVGPs and VGPs have very similar RTs for low numerosity, VGPs being slightly
faster, but as the number of items to enumerate increases, the VGP RT becomes much greater
than NVGPs. This is unlikely to represent a speed/accuracy trade-off in the conventional
sense, in that longer RTs allow for more information to decay from visual memory. Instead,
these results may indicate a more stable visual memory representation in the VGP population.
Note: (in all figures: error bars denote SEM, * = p < .05, ** = p < .001)
119
2.2.2.3. RT
A main effect of number of squares was observed F(11,264) = 86.9, p < .001.
A VGP status x number interaction with VGPs responding faster for small numbers
of squares, but becoming slower than NVGPs when greater numbers of squares were
presented, F(11, 264) = 2.8, p < .001.
120
2.2.3.3. RT
A main effect of number of squares was observed, F(11,264) = 76.8, p < .001.
Also, as in the narrow field of view analysis, a VGP status x number of squares
interaction, F(11,264) = 3.4, p < .001, reflected the fact that VGPs were faster than
NVGPs for low numbers, but slower for higher numbers.
121
2.3. Discussion
The main finding of Experiment 1 is that VGPs enumerate more accurately
than NVGPs. VGPs are able to enumerate with high accuracy about two items more
than NVGPs, as exemplified by the reliable difference in accuracy breakpoint
between the two populations. Beyond the accuracy breakpoint, the estimate of the
number of objects presented remained more accurate in VGPs than for NVGPs. Both
groups underestimated the true value at high numerosities, an expected result since
subjects were limited in their response to up to 12 items (although see Mandler and
Shebo, 1982, who also report systematic underestimation of numerosity beginning at
set size of 9 when the maximum number of items was 20). However, the results
reveal an additional pattern of underestimation that differs between the two groups.
At high numerosities (9 and above), NVGPs systematically underestimated the
number of squares presented to a greater extent than VGPs, and were consistently
faster than VGPs. While this result takes the form of a simple speed/accuracy tradeoff, there are other possible mechanistic explanations for it, such as faster loss of
information in memory in NVGPs than in VGPs. If the ability to count accurately
from short term memory decays faster in NVGPs than in VGPs, NVGPs responses
would show greater underestimation of numerosity as well as faster RTs as the
number of items they could enumerate is smaller. This point will be discussed further
in the General Discussion.
Experiment 1 also reveals a systematic effect of the size of the field of view
on performance at high numerosity. The wide field of view condition led to more
122
errors, systematic underestimation and faster RTs than the narrow field of view
condition suggesting an important role for the spread of attention in the enumeration
of high numerosities. Importantly, display size did not affect performance at low
numerosity, as exemplified by the comparable accuracy breakpoints found in the two
field of view conditions. The different sensitivity of low and high numerosity displays
to the field of view condition is further documented by the interactions between field
of view and number of squares observed in percent correct, average response, and RT
analyses. This finding lends support to the view that two distinct sets of constraints
are underlying performance for low and high numerosity displays in the enumeration
task. In this paradigm, field of view co-varies with density, with the wide field of
view condition corresponding to lower density displays than the narrow field of view
condition. The data pattern, however, runs counter to that predicted by models that
suppose that canonical patterns or density may be at the source of the low/high
numerosities split. Indeed, such models predict better performance for low density
than high density displays, a prediction which runs contrary to the finding of greater
error in the wide condition and equal accuracy breakpoint across conditions.
Accuracy breakpoints and RTs for low numerosities were similar for VGPs
and NVGPs across fields of view, indicating that the advantage conferred by video
game playing applies equally to narrow and wide displays. Thus, the effects of game
playing are not narrow to peripheral locations, but are also visible more centrally.
This is consistent with the fact that video game play, in addition to necessitating
constant peripheral monitoring, also commonly requires the subject to actively attend
123
to the center of the visual field, which normally contains the primary object of
interest.
Experiment 1 demonstrates that expert video game players outperform nonplayers in the enumeration task by having both an extended accuracy breakpoint and
greater accuracy in the counting range. It is unclear, however, whether the very act of
playing is a causative factor in the improved enumeration performance of VGPs or
whether selecting for video game players inherently biased us in selecting individuals
with better visual skills. After all, individuals with good visual abilities probably have
an advantage when it comes to playing video games, and thus may be more prone to
become video game players than individuals with poor visual skills. This issue is
addressed in Experiment 2.
3. Experiment 2
124
alleviating the demands of the motor response, video game playing allows VGPs to
have more left-over resources available to process the sensory stimulus.
To control for these two possibilities, NVGPs underwent video game training
in Experiment 2. Some underwent video game training using an action video game,
whereas others played a game that placed heavy demands on visuo-motor
coordination but did not tap aspects of visual attention of interest in Experiment 1. If
the differences observed in Experiment 1 are due to the demands of action video
game playing and not due to better visuo-motor control or genetically endowed traits,
a notable improvement in the enumeration task should be observed following training
in the action game trainees, but not in the control game trainees.
Finally, while Experiment 1 employed only males as subjects, by using an
equal number of males and females in Experiment 2, we can test whether the effects
of video game play are similar across gender.
3.1. Method
3.1.1. Subjects
The study initially enrolled 20 NVGPs that were equally and randomly
divided between the experimental and the control group (5 males/5 females in each
group). The criteria for NVGP remained the same as in Experiment 1. All subjects
underwent training as described below. One male from the experimental group and
one male and one female from the control group did not finish training. Thus 5
females and 4 males (mean age = 20.4, 8 right-handed) made up the final
125
experimental group, while the final control group consisted of 4 females and 4 males
(mean age = 19.7, all right handed).
3.1.2. Pre-Test
As differences between the two fields of view were minimal with respect to
the effect of video game play, and because of two additional experimental tasks, not
relevant to this paper, subjects completed only the narrow field of view condition.
3.1.3.Apparatus
Testing:
The apparatus was identical to that described in Experiment 1.
Training:
The control group played on the same experimental setup (computer,
monitor, refresh, and resolution) the experiment itself was conducted on. The action
group played on one of two Dell computers each equipped with 20 flat-panel LCD
monitors.
126
played by our VGPs from Experiment 1. It has a relatively simple interface, uses
first-person point of view and requires effective monitoring of the entire monitor
display (extent from fixation about 13-height x 16-width). Subjects played the game
straight through for the first eight days, beginning each day at the point where they
had finished the previous day. On days nine and ten they returned to the beginning of
the game in order to quantitatively measure their improvement by comparing
performance over mission 1 during their first (days 1-2) and last (days 9-10) playing.
The eight members of the control group played the game Tetris, which was displayed
to cover the entire extent of the screen. However, because Tetris adds graphics on the
side of the screen, the effective game area extended 13-height x 9-width from
fixation. This game was selected to control for the effect of improved visuo-motor
coordination, while placing little demand on the simultaneous processing of multiple
items. Accordingly, the version of Tetris on which subjects were trained had the
preview block option turned off. Furthermore, this group serves as a control for any
possible effects due to familiarity with the task (test-retest). In a manner analogous to
the action-trained group, improvement was quantitatively measured by comparing
performance on day 1 versus that on day 10.
3.1.5. Post-Test
After video game training, subjects were re-tested on the same experiment as
in the pre-test, as well as the other two aforementioned unrelated tasks (Green &
Bavelier, 2003).
127
3.2. Results
128
129
Figure 2
A. Enumeration accuracy - % correct and breakpoint Action game: The action group
demonstrates a clear increase both in breakpoint (by around 1.5 squares) and in overall
accuracy.
B. Enumeration accuracy - % correct and breakpoint Control game: The control group
showed no sign of improvement after training, thus ruling out test-retest improvements or
improvements in visuo-motor control as possible hypotheses to explain the improvement in
the action group.
130
control group, F(1,15) = 15.4, p < .001. Furthermore, significant interactions between
test and number of squares, F(11,165) = 2.1, p = .02, and between trained game, test
and number of squares, F(11,165) = 2.4, p = .008 reveal a similar pattern as in
Experiment 1 (Figures 2A and 2B). Following training, the action group was as
accurate as the control group for low numbers of squares, but outperformed the
control group on higher numbers.
3.2.2.4. RT
The only effect was a main effect of number of squares, F(11,165) = 48.4, p <
.001. This is unsurprising however because of the way we required subjects to
respond.
131
3.3. Discussion
Experiment 2 establishes that even relatively little action video game play (10
hours) is sufficient to alter enumeration performance. In fact, similar changes to
those described in Experiment 1, albeit of lesser amplitude, were observed in action
game trainees for the main aspects of the task. These include a shift of accuracy
breakpoint as well as greater accuracy and better estimation for numerosities above
the accuracy breakpoint. This conclusively demonstrates that action video game play
is at the source of the improved performance on the enumeration task. Furthermore,
the fact that no effect of gender was observed, indicates that the consequences of
video game play are not sex dependent.
Taken together, Experiments 1 and 2 indicate that action video game play
induces two main changes in performance on the enumeration task. First, measures of
accuracy breakpoint show that gamers switch from the shallow to the steep
component of the enumeration accuracy curve beyond the point where control
subjects switch. Second, beyond the accuracy breakpoint, measures of percent correct
and average response indicate greater accuracy in gamers than their controls.
When considering the underlying mechanism for these changes, it is important
to recognize that the estimation of the subitizing range in enumeration studies has
typically relied on RT measures rather than accuracy. In fact, the number of items that
can be apprehended in a fast and parallel manner classically defines the subitizing
range. Although accuracy measures have typically resulted in a similar pattern of
132
results to RT measures in previous studies, we cannot rule out the possibility that the
greater accuracy breakpoint in gamers may be due to more accurate counting rather
than an increase in the number of objects that can be immediately apprehended.
Whether gaming does modify the ability to apprehend more objects at once remains
an open question that will be addressed in Experiment 3.
4. Experiment 3
133
4.1. Method
4.1.1. Subjects
Twenty-two males (none of which had participated in Experiment 1 or 2) with
normal or corrected vision were again placed into one of two groups, VGP or NVGP,
based upon their responses to a questionnaire, slightly modified from that used in
Experiment 1. The questionnaire and criteria to be considered a VGP were altered
slightly to allow a more accurate measure of the amount of time each subject spent
playing specific types of video games. The questionnaire asked the number of hours
(0, 0-1, 1-2, 3-5, 5-10, 10+) spent playing each of several types of video games
(action, sports, fantasy, role playing, other) per week. To be considered a video game
player, a subject needed a minimum of 5 hours a week of action video game usage for
the previous six months. Eleven right-handed males with a mean age of 19.1 years
fell into this category.
The criterion to be considered a non-video game player was zero hours per
week of action games. Eleven right-handed males with a mean age of 20.3 years fell
into this category.
Written informed consent was obtained from each subject and each subject
was paid $7.50 for each hour of participation.
134
4.2. Results
The results were analyzed using the same four dependent measures (accuracy
breakpoint, percent correct, average response, RT) as well as a new component RT
breakpoint, which was computed in the same manner as the accuracy breakpoint.
135
NVGP: 2.5+/-.32 squares, F(1,20) = 33.2, p < .001 (Figure 3A). Again, there was no
significant difference in the slope of either component of the model (ps > .08). This
result replicates those of Experiments 1 and 2.
136
Figure 3 - Results
A. Enumeration accuracy - % correct and breakpoint: As was seen in Experiment 1, VGPs
show a clear advantage both in breakpoint as well as overall accuracy.
B. RT: Also as was seen in Experiment 1, VGPs and NVGPs have extremely similar RTs for
low numbers of items, but VGPs begin to take significantly longer than NVGPs as the number
of items to be enumerated increases. The RT breakpoint, which offers an index of the number
of items that can be instantaneously apprehended, is similar in both groups.
137
equivalent at small numbers of squares (p > .05 for 2 and 3 squares), but diverging for
larger numbers with VGPs retaining high accuracy for even large numbers of squares
(VGPs more accurate than NVGPs, p < .05 for 4-9 squares).
4.2.4. RT
An ANOVA on the simple RT scores revealed a main effect of number of
squares, F(9,180) = 155.5, p < .001 and a VGP status x number of squares interaction,
F(9,180) = 12.0, p < .001 with the VGPs again starting slightly (although not
significantly) faster for low numbers of squares but becoming significantly slower (p
< .05) than NVGPs for high numbers of squares (8-10) (Figure 3B).
4.2.5. RT Breakpoint
In contrast to the accuracy breakpoint, no main effect of VGP status was
found for RT breakpoint, VGPs: 3.4 +/- .1 items, NVGPs: 3.0+/-.2 items, F(1,20) =
138
2.8, p = .1. Although the trend appears in the same direction as the accuracy
breakpoint, the size in terms of number of squares is certainly much smaller than has
been observed in accuracy (Figure 3B). No effect of VGP status was seen in the
slope of either component (ps > .5).
4.3. Discussion
The main finding of Experiment 3 is that there is a difference in accuracy
breakpoint between gamers and non-gamers despite similar RT breakpoints. Clearly
the accuracy breakpoint of the VGP population does not reflect the true number of
items that can be immediately apprehended. Instead, it is apparent that despite near
perfect accuracy for up to five items in the VGP group, the RTs for four and five
squares are slower than that for one to three items. This finding provides the first
large dissociation of RT and accuracy on an enumeration task. It has generally been
taken for granted that when subjects begin to count, they begin to lose information
(Sperling, 1960). The more items that are presented, the longer subjects need to
count, and the less accurate they become. However, VGPs are apparently counting
for four and five dots (as demonstrated by the RT data), while their accuracy
continues to be nearly perfect.
This enhancement in counting ability is also seen in the large differences in
accuracy and RT between VGPs and NVGPs for greater numbers of items. These
results suggest that the VGPs continue to successfully read-off the items from their
visual memory after the NVGPs have made their best attempt. The correlation
139
between enumeration performance and working memory ability has been previously
demonstrated in the literature (Tuholski, Engle, & Baylis, 2001). Subjects that
performed poorly on a working memory task also performed poorly on the counting
portion of the enumeration paradigm while no differences were observed in the
subitizing span. It therefore seems most likely that what is truly being altered by
VGP play is at the level of counting, rather than at the level that mediates immediate
apprehension of numerosity.
While it is clear that the capacity of the immediate apprehension mechanism
(or in other words the subitizing range defined by the RT breakpoint) in the
enumeration task is similar in VGPs and NVGPs, what is left open is whether VGPs
can simultaneously track more items than NVGPs. While some researchers have
suggested that there may be a connection between the number of items that can be
automatically enumerated and the number of items that can be tracked, it is not
necessary that they be rooted in the same mechanism. To more directly address this
question we made use of the multiple object tracking (MOT) paradigm (Pylyshyn,
1989) which requires subjects to dynamically allocate attention to multiple objects
and sustain that attention for several seconds.
5. Experiment 4
140
cued. The cues then disappear and subjects are required to keep track of the circles
that were cued (now visually indistinguishable from uncued circles) as they continue
to move randomly about the screen. After several seconds of tracking, one of the
circles is highlighted and the subject must make a yes (was cued)/ no (was not cued)
decision. This method of response, rather than the more typical method of asking the
subject to indicate each of the initially cued objects, was employed to minimize the
role of working memory in the response process, and in doing so gain a cleaner
measure of the number of items that can be successfully tracked.
While previous theories have suggested a preattentive link between subitizing
and MOT performance (Pylyshyn, 1989), it is generally accepted that there is a large
dynamic attentional component to the MOT task as well (Scholl, Pylyshyn, &
Feldman, 2001). The task requires active allocation of visual attention in order to
successfully track targets embedded in a field of competing, and visually identical,
distracting elements. Several studies have demonstrated that attention is actually split
between the items during tracking (Sears & Pylyshyn, 2000). Furthermore,
neuroimaging has revealed activation in what are thought of as attentional areas
parietal and frontal regions when subjects perform a MOT task (Culham et al.,
1998; Culham, Cavanagh, & Kanwisher, 2001).
While the subitizing span offers a glimpse at the number of items that can be
immediately apprehended, the MOT paradigm offers a good measure of the number
of items than can be simultaneously tracked, and some have suggested,
simultaneously attended, over a period of time. We therefore decided to use the MOT
141
task to clarify whether VGPs can actually track more items at once as well as
examine what, if any, relationship exists between multiple object tracking and
enumeration performance.
5.1. Method
5.1.1. Participants
Twenty males (none of whom had participated in previous
experiments reported in this paper) with normal or corrected vision were again placed
into one of two groups, VGP or NVGP, in a manner identical to that used in
Experiment 3. Ten right-handed males with a mean age of 19.4 years were placed
into the VGP category, while ten right-handed males with a mean age of 20.6 years
were placed into the NVGP category. None of the participants was red/green
colorblind.
Written informed consent was obtained from each subject and each subject
was paid $7.50 for each hour of participation.
142
one another before contact (.5 deg minimum separation), and were repelled by the
outer edges of the background and by the center fixation circle. At the start of the
trial, some number (1-7) of these circles were cued (colored red) while the rest were
green. During this time the subject was instructed to attend to the red circles, as they
would shortly change to green after which time the subject had to track the circles
that were previously cued. After 2 seconds the cued circles changed to green, leaving
all 16 circles visually indistinguishable. The subject had to track the cued circles for
5 seconds after which one of the 16 circles turned white (probe). The subject had to
press either a yes or no key in response to whether the probe circle was one of the
originally cued circles. The probe circle was one of the originally cued circles 50%
of the time. Each number of cued circles (1-7) was presented 20 times (10 yes, 10
no) for a total of 140 trials. In many other instantiations of this paradigm subjects
were not eye-tracked (Pylyshyn, 2004), or eye-movements were found to have few
implications (Pylyshyn & Storm, 1988). However, because of the use of more objects
than most MOT paradigms (up to 7) and the possibility that the two groups could
differ in eye movement strategies, subjects were eye-tracked and trials where they
made an eye-movement greater than 1 from center were omitted from later analyses.
This happened fairly rarely (around 6% of trials) and did not differ between groups
nor did the occurrence of eye-movements appear to affect accuracy or affect accuracy
differently between the two groups (p > .4).
143
5.2. Results
The results were analyzed in a 2(VGP status: VGP/NVGP) x 7 (number of
circles to track) ANOVA as earlier analyses had indicated there was no effect (p > .7)
of whether the answer was yes or no (i.e. no response bias). As expected, a main
effect of number of circles to track was found with accuracy decreasing with
increasing number of circles, F(6,108) = 60.6, p < .001. Importantly, a main effect of
VGP status, VGP:84.3+/-1.6% correct, NVGP:78.2+/-1.8% correct, F(1,18) = 9.2, p =
.007 was observed indicating better performance in VGPs (Figure 4). As VGP status
and number of circles to track did not interact, we can assume the VGP advantage
was relatively equal across number of circles. Although there was no interaction of
VGP status with the number of circles to track, individual analyses separated by
number of circles to track were performed for comparison with following analyses
and indicated a significant advantage (p < .05) for VGPs only for three to five circles
to track and a marginally significant advantage at 6 circles to track (p = .07). At the
ends of the spectrum (one circle to track or seven circles to track) the two groups
were equivalent (ps > .1).
144
5.3. Discussion
The results indicate that VGPs outperform NVGPs when it comes to
tracking several objects over time. Unlike for enumeration accuracy and RT, there
was no significant interaction between VGP status and number of items on MOT
accuracy. However, the results of the two paradigms do appear qualitatively similar,
with VGPs and NVGPs having comparable performance with relatively few items,
the differences only emerging after some critical threshold in load is exceeded. The
data is furthermore quite consistent with the recent findings of Trick and colleagues
(Trick, Jaspers-Fayer, & Sethi, 2005) who reported that children (6-19 years old) who
played action video games performed significantly better than non-action game
playing children on a version of the multiple object tracking task. Before drawing
145
6. Experiment 5
Experiment 2 was trained for 30 hours, three times as long as the training in
Experiment 2. The choice of training time was determined by other tasks not reported
in this paper.
6.1. Method
6.1.1. Subjects
The study enrolled 32 NVGPs that were equally and randomly divided
between the experimental and the control group. The criteria for NVGP remained the
same as in Experiment 4. All subjects underwent training as described below. In all
8, females and 8 males (mean age = 21.3, all right-handed) made up the final
experimental group, while the final control group consisted of 9 females and 7 males
(mean age = 21.0, 15 right handed).
146
6.1.2. Apparatus
Testing:
The apparatus was identical to that described in Experiment 4.
Training:
Both groups played their respective games on 20 monitors. The
action game group played on Dell FlatPanel displays, whereas the control group
played on CRT monitors.
147
adjusted based upon the kill/death ratio. If in a block the player scored more than
twice as many kills than they had deaths, the difficulty level was increased one level.
Also, players were periodically re-tested on lower difficulty levels to quantitatively
assess improvement.
The sixteen members of the control group played the game Tetris, which was
displayed to cover the entire extent of the screen. As such, the field of view of the
Tetris game was actually slightly larger than that of the action game (which was the
same as in Experiment 2 - 13x16). The effective control game area extended 18height x 13-width from fixation. This game was selected to control for the effect of
improved visuo-motor coordination, while putting little demands on the processing of
multiple objects at once. Accordingly, the version of Tetris on which subjects were
trained had the preview block option turned off. In a manner analogous to the actiontrained group, improvement was quantitatively measured by comparing performance
on Day 1 versus that on Day 30.
6.1.4. Post-Test
After video game training, subjects were re-tested on the same experiment as
in the pre-test, as well as the other aforementioned unrelated tasks.
148
6.2. Results
6.2.1. Game Play
In order to assess game improvement, several measures (slightly different than
those collected in Experiment 2) were used. However, as in Experiment 2, a percent
change score was calculated for each of the measures.
For the action game, the two measures used were kills and deaths. For each of
five levels of game difficulty (level five being the highest level that all players
attained) the measure taken on their first playing of the level (which because of the
way in which difficulty was progressed was not necessarily on the first day of
training) was compared with their final playing of the level on Days 29-30. A
substantial increase in number of kills, and decrease in number of deaths was seen at
each difficulty level (Table 1).
For the control game, the average and median scores from Day 1 were
compared with the same values on Day 30. As in the action game, the control players
showed substantial improvements after training, the mean score improving by 323%
and the median score by 359%.
As in Experiment 2, these results demonstrate that both groups were engaged
in their training and showed improvement on the training task.
149
Table 1.
% Change
Difficulty
1
2
3
4
5
Kills
226.3
147.6
160.3
79.8
52.0
Deaths
-64.1
-38.0
-27.4
-32.5
-32.3
150
Figure 5
A. Multiple object tracking performance Action game: Those subjects trained for 30 hours
on an action video game show a marked improvement in their MOT performance as
compared to their pre-test scores.
B. Multiple object tracking performance Control game: Performance was identical before
and after training in the control group. These results rule out test-retest as a source of
confounding as well as increases in visuo-motor coordination.
151
6.3. Discussion
Experiment 5 demonstrates that relatively little video game play leads to
substantial differences between groups and further demonstrates that the effects
observed in Experiment 4 were not due to an inherent population bias.
7. General Discussion
The five experiments presented demonstrate that action video game play
increases the number items that can be enumerated and tracked simultaneously over
time. In Experiment 1, habitual action video game players display enhanced
enumeration accuracy as compared to non-players. Experiment 2 establishes a causal
role for action video game play, as NVGPs specifically trained on an action video
game show similar enhancements. Experiment 3 demonstrates for the first time a
dissociation between accuracy and reaction time measures of the subitizing range and
establishes that action game playing does not modify the number of items that can be
immediately apprehended, but rather enhances accurate counting. By making use of
the multiple object tracking paradigm, Experiment 4 demonstrates an effect of VGP
status on the ability to simultaneously track multiple objects over an extended period
of time. The significant improvement in MOT performance seen in NVGPs after
action game training in Experiment 5 demonstrates that action video game playing
has a causal role in the measured effects.
Taken together, these five experiments suggest that action video game play
may enhance some aspects of visual working memory. Several lines of evidence
152
153
addition, this process may also sustain better tracking ability in the MOT by allowing
more durable indexing of the dynamics of the objects to be tracked. However, a
change in the fidelity of working memory representations in gamers is only one
possible explanation for the observed results. A possible alternative hypothesizes that
items in working memory are not necessarily kept simultaneously active, but instead
one or a few items are constantly refreshed by a visit from a single focus of attention
that moves from item to item in a cyclical fashion. As the speed of cycling through
the items increases, the number of items that could be successfully maintained in
short term memory would correspondingly increase. It is therefore possible to
capture the present findings by assuming that the speed of cycling through memory
traces is faster in VGPs than NVGPs, thus accounting for both the better counting and
multiple object tracking performance. It should be further noted that factors unrelated
to visual short-term memory, such as estimation ability and response bias, may also
be at work in the enumeration paradigm, particularly for high numerosities. For
instance, VGPs may be better able to judge when the most number of squares were
presented, without necessarily being able to explicitly count each item. Also, as
previously mentioned, because the maximum response was capped at some maximum
value, a bias toward underestimation for the larger numerosities is created that may
not be exactly equal in the two populations. A role for these differences in
estimation/bias cannot be ruled out in interpreting some of the current results,
especially at high numerosities, but they remain an unlikely explanation at lower
154
numerosities where the accuracy breakpoint is seen to shift between NVGPs and
VGPs.
Beyond the effect of action video game play, these findings also lend strong
support to models of enumeration performance that propose relatively distinct
constraints for the two components of the enumeration performance curve. The
dissociation between the accuracy and RT breakpoints in gamers is probably the most
robust indication to-date of separate mechanisms, one that is sensitive to gaming
(counting) and one that is not (subitizing). Similarly, the comparison of two different
fields of view in Experiment 1 indicates that the mechanism(s) behind subitizing are
less malleable that those behind counting. Indeed, in Experiment 1, performance over
the subitizing range was quite similar across visual field conditions. Only in the
counting range did performance differ with more accurate performance for the
smaller field of view and denser displays. Models that suppose fundamental
differences in the characteristics of the display (density, patterns, etc) between low
and high numerosity stimuli cannot readily account for the overall pattern of results
reported here, be it the effect of gaming or that of visual field size. Models of
enumeration studies which posit two separate mechanisms - a fast and parallel one for
subitizing and a more serial process for counting more naturally capture the main
findings. Under this view, the mechanism underlying subitizing would show little to
no sensitivity to gaming or visual field size, and be highly specific to the enumeration
of low numerosities. In contrast, the mechanism underlying counting would be much
155
more plastic, showing enhancement with gaming and be facilitated by the use of a
small visual field.
Although some have suggested a link between immediate apprehension in the
enumeration task and performance on the MOT paradigm (for instance, that they may
both utilize preattentive mechanisms, or FINSTs - Pylyshyn, 1989; Trick & Pylyshyn,
1994), our results suggest that the subitizing range does not index the same process as
the MOT. VGPs demonstrate no enhancement in subitizing range as measured by RT,
but do demonstrate an enhancement in MOT ability. Also, while there is virtually no
cost in terms of speed or accuracy moving from one to three items in the enumeration
paradigm, a clear decrease in accuracy is observed with each additional item in the
MOT paradigm (even moving from one to two items). Thus, it appears that the
number of items that can be immediately apprehended as measured by RT measures
in enumeration studies is not necessarily a good predictor of the number of items than
can be simultaneously tracked. Although our data do not allow us to draw strong
conclusions, our findings suggest that the number of items that can be accurately
counted may be a better correlate of tracking capabilities, as both of these measures
are found to improve with gaming.
This study establishes that when it comes to the number of objects that can be
attended, a distinction should be drawn between a fast, parallel behavior that displays
little plasticity and a more serial behavior that displays a range of plastic behaviors.
As such these studies make several contributions, both to our understanding of the
processes indexed by the enumeration and MOT paradigms, as well as to our
156
understanding of the nature of the changes that occur as a result of action video game
play. It will be, however, for future experiments to fully characterize the
consequences of these results for models of attention and working memory.
157
158
References
Akin, O., & Chase, W. (1978). Quantification of three-dimensional structures.
Journal of Experimental Psychology: Human Perception and Performance, 4,
397-410.
Atkinson, J., Campbell, F., & Francis, M. (1976). The magic number 4+/-0: A new
look at visual numerosity judgments. Perception, 5, 327-334.
Culham, J. C., Brandt, S., Cavanagh, P., Kanwisher, N. G., Dale, A. M., & Tootell, R.
B. (1998). Cortical fMRI activation produced by attentive tracking of moving
targets. Journal of Neurophysiology, 80, 2657-2670.
Culham, J. C., Cavanagh, P., & Kanwisher, N. G. (2001). Attention response
functions: characterizing brain areas using fMRI activation during parametric
variations of attentional load. Neuron, 32(4), 737-745.
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of
spatial visualization. Perceptual Motor Skills, 62, 159-162.
Gallistel, C. R., & Gelman, R. (1992). Preverbal and verbal counting and
computation. Cognition, 44, 43-74.
Gopher, D. (1992). The skill of attentional control: acquisition and execution of
attention strategies. In D. E. Meyer & S. Kornblum (Eds.), Attention and
Performance XIV (pp. 299-322). Cambridge, Massachusetts: The MIT Press.
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game
trainer to flight. Human Factors, 36(3), 387-405.
159
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective
attention. Nature, 423, 534-537.
Greenfield, P. M., DeWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video
games and informal education: effects on strategies for dividing visual
attention. Journal of Applied Developmental Psychology, 15, 105-123.
Kaufman, E., Lord, M., Reese, T., & Volkman, J. (1949). The discrimination of
visual number. American Journal of Psychology, 62, 498-525.
Krueger, L. E. (1982). Single judgements of numerosity. Perception and
Psychophysics, 31, 175-182.
Lee, B., & Harris, J. (1996). Contrast transfer characteristics of visual short-term
memory. Vision Research, 36, 2159-2166.
Li, X., & Atkins, M. S. (2004). Early childhood computer experience and cognitive
and motor development. Pediatrics, 113(6), 1715-1722.
Mandler, G., & Shebo, B. J. (1982). Subitizing:An analysis of its component
processes. Journal of Experimental Psychology: General, 111(1), 1-22.
McClurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing
spatial cognition. Journal of Educational Computing Research, 3(1), 95-111.
Nilsson, T. H., & Nelson, T. M. (1981). Delayed monochromatic hue matches
indicate characteristics of visual memory. Journal of Experimental
Psychology: Human Perception and Performance, 7, 141-150.
160
161
162
163
164
165
Castel and colleagues (Castel, Pratt, & Drummond, 2005) used the widely
known Posner exogenous cueing paradigm to examine the effects of video game
experience on the temporal dynamics of attentional orienting. The task was a
standard inhibition-of-return type task in which two boxes were presented, one to the
left and one to the right of fixation. A target would appear in either of the two boxes
and the subjects task was to simply press the spacebar as quickly as possible once the
target appeared. Performance was manipulated by the presentation of an exogenous
(flashed) cue prior to the targets appearance. The cue could be either compatible (on
the same side as the target) or incompatible (on the opposite side as the target), and
several stimulus-onset asynchronies (SOA - time between the onset of the cue and the
onset of the target) were tested, as performance on this task is known to be a function
of both cue-target compatibility and SOA. Subjects are typically faster to respond to
compatible cues than incompatible cues when the SOA is short (< 100 ms), while the
opposite is true when the SOA is long (> 100 ms). This finding is thought to capture
a fundamental principle of human orienting if attention is allocated to a location,
but no target appears, attention is disengaged from that location and is inhibited from
returning to that same location for several hundred milliseconds. The authors found
that both VGPs and NVGPs displayed this typical pattern of results. However, VGPs
were found to respond far faster than the NVGPs without a corresponding increase in
error rate. This effect was of such a size that the slowest condition for the VGPs
(compatible cue, 600 ms SOA) was faster than the quickest condition for the NVGPs
(incompatible cue, 400 ms SOA). However, the lack of a 3-way interaction between
166
VGP experience, SOA, and compatibility, led the authors to conclude that although
VGPs respond much faster, the basic orienting mechanisms in VGPs and NVGPs are
similar.
Castel and colleagues (Castel et al., 2005) also examined the rate of visual
search in VGPs and NVGPs. In this task, some number of letters (4-26) was
presented, with one of the letters always being a b or a d. The subjects task was
to find the b or d and respond accordingly, with the primary dependent measure
being reaction time. Two conditions were run that differed in the composition of the
remaining (non-target/distracting) letters. One condition was what is known as an
easy search (also known as parallel/feature/efficient search). In this condition, each
of the non-target letters was the letter k. Performance on this task is known to be
very fast, accurate, and relatively independent of set-size (number of distracting
letters). The second condition was what is known as a hard search (also known as
serial/inefficient search). In this condition, each of the non-target letters was a
random member of the alphabet (other than b or d, non-repeating). Performance
on this task is known to be a function of the set size with speed (and to some extent
accuracy) decreasing with increasing set sizes. As predicted, both VGPs and NVGPs
performed according to previous results in both the easy and hard searches.
However, as predicted, the VGPs responded far faster than the NVGPs without a
decrease in accuracy. In the hard search, VGP RT for a set-size of 26 was
considerably below that of NVGPs for a set-size of only 18. While a significant
interaction between set-size and VGP status suggested an increase in the efficiency of
167
search in the VGPs, the authors argued that their results might also be understood as a
difference in stimulus-response mapping.
Bialystok (Bialystok, 2006) examined the effects of video game experience on
the Simon task. The Simon effect is a well-known phenomena wherein subjects are
faster to make responses when the stimulus appears on the same side as the response
key and slower when the stimulus appears on the opposite side as the response key
(for instance, pressing the left key to respond to a stimulus on the left side of the
screen is faster than pressing the left key to respond to a stimulus on the right side of
the screen). In one version of the task, colored squares were presented either to the
left or right of fixation, with the two different colors corresponding to left/right key
presses. In another version, arrows pointing left/right appeared on the left or right of
fixation, with the direction of the arrow indicating the correct key press. As in the
previous literature, VGPs were seen to respond faster than NVGPs in all conditions
(compatible, incompatible, and control) with equivalent error rates. The fact that the
RT advantage was reasonably consistent regardless of display type led the author to
conclude that video game experience leads to a general increase in the speed of
processing, rather than any specific enhancement in executive function (as might have
been suggested if the VGP advantage was particularly large for incompatible trials).
Work from our lab has addressed the common belief that video game players
may show more impulsivity than NVGPs. To assess this issue, the Test of Variables
of Attention (T.O.V.A.; (Leark, Wallace, & Fitzgerald, 2004)) was administered to
VGPs and NVGPs. Briefly, this test requires subjects to monitor a display and make a
168
169
temporal information (alerting), knowing both the onset time and position of the
target versus knowing only the onset time (orienting), and the influence of
incompatible distractors (executive). Again as predicted, VGPs responded
significantly faster than NVGPs, while making an equivalent number of errors.
However, the lack of any relevant interactions with cue or distractor type suggested
that VGPs were similar in terms of the performance of these basic attentional
systems.
Clark and colleagues examined the possibility that video game training could
reverse the age-related decline in performance on speeded tasks (Clark, Lanphear, &
Riddick, 1987). Seven subjects with a mean age of 65 years underwent a 7-week
video game training treatment. Prior to and after video game training the subjects (as
well as a group of control seniors) underwent a reaction time experiment, testing the
effect of stimulus-response compatibility. The seniors were seated in front of two
lights, under which were two buttons. In one block of trials the seniors were to press
the button below the light that went on as fast as possible (compatible condition). In
the second block, they were to press the button beneath the light that did not go on
(incompatible condition). Normal individuals are generally much quicker when the
response is compatible with the cue than when the response is incompatible. The fact
that this cost is particularly magnified in the elderly is taken to reflect an age-related
decline in response selection (mapping a stimulus onto an appropriate action).
During 7 weeks of video game training, the seniors in the experimental group
practiced one of two games (Pac Man and Donkey Kong) for at least 2 hours per
170
week. The effect of this video game training on reaction time was indeed significant
as the experimental groups average reaction time dropped approximately 25
milliseconds in the compatible condition and an even more impressive 80 ms in the
incompatible condition, while the control group (which received no video game
experience) did not improve. The authors argue that because the largest improvement
was in the incompatible condition, the video game experience led to enhancements
particularly in response selection in addition to the widely reported decreases in
simple reaction time.
Many other authors have reported speeded responses in VGPs or as a result of
video game experience in a wide variety of tasks from simple RT (Orosy-Fildes &
Allan, 1989; Yuji, 1996), to tasks used to train jet pilots (Gopher, Weil, & Bareket,
1994) and laparoscopic surgeons (Rosser Jr., Lynch, Cuddihy, Gentile, & Klonsky,
2007).
171
pops out that binds the reaction time studies together. To examine the possible
connection between VGP and NVGP performance on these tasks in more detail, we
employed what is known as a Brinley plot (Cerella, 1991). Commonly used in the
gerontology literature, a Brinley plot allows one to examine the relationship between
what may seem to be very disparate reaction time tasks, with the goal of uncovering a
factor common to all tasks. To construct this plot, each condition of each experiment
is plotted as a single point, with the x-coordinate corresponding to the mean NVGP
RT in that condition, and the y-coordinate corresponding to the mean VGP RT in that
same condition. The logic of the plot is that if a single underlying variable explains
the difference in performance between two groups across many types of tasks, a clear
correlation should be visible. If no such single variable exists, one would predict a
more scattered plot, wherein one group has more or less of an advantage depending
on the specific task or condition within a task. As is clearly evident in Figure 1, the
data strongly favors the former interpretation. Regardless of the task, condition
within the task, or total RT, VGP RT is approximately 12% faster than NVGP RT.
This is particularly notable because a priori there would be no reason to suspect that
because VGPs are 12% faster than NVGPs at a go/no-go task, that they would also be
12% faster at visual search, resolution of stimulus-response conflict, or orienting.
However, the fact that such a clear relationship does exist is strongly indicative of a
common underlying change in VGPs that explains the difference in performance
across all of the different tasks.
172
173
VGPs would be more accurate than NVGPs on accuracy-based tasks because they are
able to extract more information from the flashed displays, while in reaction-time
tasks this faster integration would be manifested as quicker RTs.
However, none of the previous tasks are ideal to examine this hypothesis. A
change in the rate of information accrual will lead to both a decrease in response time
and an increase in accuracy RT and accuracy should be explicitly linked. If one
dependent measure changes without the other, or if they change in opposing
directions (for instance, faster RTs, but lower accuracy), then other hypotheses need
to be considered. Therefore, to fully evaluate the hypothesis, one would preferably
want a task where the accumulation of information over time can be measured by
examining both RT and accuracy. The experiments in the current gaming literature
are lacking in one dimension or the other. The accuracy literature is obviously
lacking in RT information, while in the RT literature accuracy is typically at ceiling
levels and thus not informative.
Therefore, to specifically test the hypothesis that VGP experience results in
faster integration of sensory information, we made use of a perceptual decision
making task, known to require the integration of information over time, and where
both RT and accuracy measures provide information about the rate at which this
integration occurs.
174
2.1. Introduction
A well-studied model of decision-making in the field of neuroscience is one in
which subjects accumulate evidence about a sensory stimulus over time, with the goal
of executing the proper motor action for that particular sensory stimulus and task
requirement. In particular, the coherent dot motion direction discrimination task has
been used extensively both in the human (Palmer, Huk, & Shadlen, 2005) and animal
(Roitman & Shadlen, 2002) literatures to assess the rate at which sensory information
is accumulated over time. In this task subjects are asked to determine the motion
direction of many simultaneously moving dots. RT and accuracy in this task are
known to reflect the information that is accumulated until the subject makes a
decision and executes a motor response. When many of the dots move in a consistent
direction (high coherence), RTs are generally very fast and accuracy is high.
Conversely, when very few dots move in a consistent direction (low coherence), RTs
are slow and as the percentage of consistently moving dots approaches zero, accuracy
approaches chance-level.
It is important to stress the fact that RT and accuracy in this task are tightly
coupled. Any processing change will alter the shape of both the RT and accuracy
functions in a predictable fashion. If the difference between VGPs and NVGPs is
truly a simple increase in the rate at which information accumulates in the VGP
group, one would predict both a decrease in RT as well as an increase in accuracy in
175
176
accuracy and RT) on the task can be captured by three main variables: (1) the rate at
which information is accumulated over time, which is a function of both the quality
of the stimulus itself as well as the sensitivity of the system to the stimulus (how well
the system is able to detect the given stimulus) (2) the stopping rule, or the threshold
at which the system stops accumulating evidence and the motor decision is made and
(3) a residual amount of time that is common to all tasks and reflects motor planning
and execution (independent of the stopping rule and accumulation rate). This
formalism allows us to not only examine the qualitative pattern of results, but also to
ask in a quantitative fashion which component of the decision making process is
modified by action video game experience.
2.2. Methods
2.2.1. Participants
Twenty-three males with normal or corrected-to-normal vision were placed
into one of two groups, VGP or NVGP, based upon their responses to a questionnaire
given prior to the experiment. Only males underwent testing because of the relative
paucity of females with sufficient video game experience.
The criterion to be considered a VGP was a minimum of 5 hours per week of
action video game usage for the previous six months. Eleven males with a mean age
of 18.8 years fell into this category. A highly abridged list of the games reported as
177
played includes Grand Theft Auto: San Andreas, Counterstrike, Dead Rising, Splinter
Cell, F.E.A.R., and Halo 2.
The criterion to be considered a NVGP was little, although preferably no,
action video game usage in the past six months. Twelve males with a mean age of
20.6 years fell into this category. All twelve males reported no action video game
experience in the past year, and little to no video game experience of any type (two
subjects reported playing sports games for 1 hour per month).
Written informed consent was obtained from each subject and each subject
was paid $8 for each hour of participation.
2.2.2 Apparatus
The apparatus consisted of an Apple G4 computer running a program to
present stimuli and collect the data using the MATLAB computer language (The
Math Works Inc., Natick, MA) and the Psychophysical Toolbox routines (Brainard,
1997; Pelli, 1997) (http://psychtoolbox.org). The stimuli were displayed on a 20 flat
screen NEC Dimaondtron MultiSync FP2141SB CRT driven at 75Hz, 1600x1200
resolution.
2.2.3. Stimulus/Procedure
Each observer viewed the display binocularly at a test distance of 59 cm. The
stimuli were designed to be qualitatively the same as Palmer et al (Palmer et al.,
2005). The motion stimulus was created by presenting a sequence of frames
178
containing small white dots (0.1 square, density = 16.7dots/deg2/sec) within a gray
circular aperture (5 diameter). On each trial, although much of the dot motion was
random, coherent motion in a certain direction (left/right) and of certain strength was
always present. Seven levels of motion coherence were fully intermixed (0.8%, 1.6%,
3.2%, 6.4%, 12.8%, 25.6%, 51.2%) corresponding to the probability that a given dot
would be replotted in motion, as opposed to randomly replotted. In accord with
previous work on this paradigm, 3 interlaced sequences were used, meaning that a dot
in frame 1that was selected to be replotted in motion, would be replotted 0.2 in the
given direction 40 ms later in frame 4. This method ensures a limited dot lifetime and
also eliminates the ability to perform the task by comparing a given dots position
across successive frames. The subject was instructed to press the key on the keyboard
corresponding to the direction of the coherent motion (left/right arrow keys) as
quickly and accurately as possible. Subjects were told to respond at any point after
the onset of the motion up to a maximum of 2 seconds (after 2 seconds the motion
stimulus stopped and subjects were prompted for a response). After each trial,
auditory feedback was given (high tone = correct, low tone = incorrect) and after a
delay of 1 second the next trial began.
As this task is extremely challenging for novice observers, subjects first
completed three practice sessions (over the course of no more than 5 days). Each
practice session was composed of 100 trials per level of motion coherence (split
evenly between left and right motion) for a total of 700 trials per session, run in
pseudorandom fashion. Subjects then completed the experimental session within two
179
days of their final training session (also 100 trials per level of motion coherence, 700
total trials). Only the results of this final experimental session will be considered in
the analyses that follow.
2.3. Results
180
unlike the accuracy analysis, both a strong main effect of VGP status (VGP = .592+/.018, NVGP = .803+/-.020; F(1,21) = 18.9, p < .001, partial eta-squared = .47) and a
VGP status x coherence interaction (F(6,126) = 3.5, p = .002, partial eta-squared =
.15) were observed. The main effect of VGP status is in agreement with the majority
of the gaming literature, as VGPs were seen to have significantly shorter mean RTs
than NVGPs, while the interaction suggests that this difference is largest at low
coherences when total RTs are slowest (see Figure 2, bottom panel).
181
182
have been indicative of faster sensory integration) or a shift of the function to the
right (toward lower accuracy, which would have been indicative of a reduction in the
decision criterion). This does not appear to be due to a lack of statistical power
(improperly rejecting the alternative hypothesis). Rather, it appears that the two
groups truly do have very nearly identical accuracy (within 1% at 6 of 7 coherence
levels). Therefore the data are inconsistent with any single simple interpretation
(faster sensory integration or reduced criteria). The data are also inconsistent with
any interpretation positing a simple reduction in motor execution or stimulusresponse mapping, as the significant VGP status x coherence level interaction in the
RT analysis suggests that the RT difference between the groups depends on the total
task difficulty. Instead, the data suggest a more complicated pattern wherein multiple
factors play a role.
183
accurately a decision is reached the mean drift rate (how quickly information
accumulates) and the position of the bound. The mean drift rate grows proportionally
with two factors the stimulus coherence and the individual subjects sensitivity. If
either coherence or sensitivity increases, the rate at which information is accrued will
increase correspondingly. This increased rate will in turn lead to faster RTs and more
accurate responses. As the stimulus coherence is known, the only free parameter
needed to fit the rate of accumulation is the individual subjects sensitivity. The
second main parameter, the position of the bound, controls the amount of information
that must be accumulated before the subject initiates a response. Decreasing the level
of the bound will lead to faster RTs, but less accurate responses (as the likelihood that
noise will lead to the incorrect bound being reached will increase). As both accuracy
and RT are hypothesized to be a function of the same process, the psychometric and
chronometric functions are fit simultaneously to give the parameters that best capture
overall performance.
184
with x being the stimulus strength, A being the bound, and k the sensitivity. If
any of the three are equal to zero, percent correct goes to chance level (50%). This is
quite intuitive; if there is no motion present, the subject has no ability to detect
motion, or they wait for no motion to appear, the best they will be able to do is
chance. Conversely, as any of the three parameters increase, percent correct will
increases. Again, this is quite intuitive; it is much easier to discriminate the direction
of 100% coherent motion than 1% coherent motion, a subject who is extremely
sensitive to motion will be more accurate than a subject with little motion sensitivity,
and the higher one sets their bound, the less likely the bound will be hit by chance.
Unlike in the accuracy equation, wherein changes in bound and sensitivity lead to
similar directional changes in accuracy, for reaction time, the rate and bound
parameters come in opposite to one another. As the rate of integration is increased
(either by increasing motion coherence or sensitivity), RT will decrease. However,
RT increases as the bound parameter increases. Again the intuitions are clear.
185
Higher levels of motion coherence or higher motion sensitivity means more motion
information available per unit time. Thus, increases in either parameter will lead to
faster RTs. Conversely, increasing the bound means more information needs to be
accrued before the bound is reached and thus will slow RTs. The final parameter
(residual time TR) is a post-decision additive component that reflects the portion of
the total reaction time that is independent of the task parameters (motor execution,
stimulus-response mapping, etc).
Each subjects psychometric and chronometric functions were fit to the model
simultaneously by maximizing the average variance explained in the two functions.
The resulting best fitting parameters then offer a quantitative measure of the
contribution of sensitivity/rate of integration, bound, and non-decision components in
creating the observed pattern of differences between the VGPs and NVGPs.
186
significant difference was seen between the groups in the residual reaction time
parameter TR (VGP: .345+/-.02, NVGP: .356+/-.03; t(21) = 0.3, p = .76).
187
188
3.1. Introduction
In an attempt to only measure the rate of sensory integration uncontaminated
by criterion, the stopping point was set experimentally, rather than allowing the
subjects to determine for themselves when enough information had accrued.
By presenting the motion stimulus for short periods of time and assessing accuracy as
a function of stimulus duration, the resulting function offers an excellent
measurement of the rate at which a subject acquires information. This type of task
has been used in the contrast sensitivity literature to assess the rate at which low
contrast information is acquired (Rovamo, Leinonen, Laurinenn, & Virsu, 1984).
3.2. Methods
This experiment was always run within two days of the completion of the
fourth (experimental) session of the motion decision task (Chapter 2). The subjects,
apparatus, and stimuli were identical to the previous experiment, with the exception
of two changes. First, rather than allowing the subjects to decide when to respond,
stimuli were presented for fixed durations and the subjects were instructed to watch
the entire motion stimulus and only make a decision after the dots stopped. Seven
such presentation durations were presented in fully intermixed fashion (50, 100, 200,
400, 800, 1600, 3200 ms). Also, only three coherence levels were tested 6.4%,
189
12.8%, and 25.6% - as performance at these coherence levels in the decision task was
neither at floor nor at ceiling, and would thus be maximally informative. Subjects
completed 50 repetitions (25 left, 25 right) for each of the duration/coherence pairs
for a total of 1050 trials presented in pseudorandom order.
3.3. Results
3.3.1 Results: Raw Data
Accuracy was analyzed in a 2 (VGP Status: VGP/NVGP) x 3 (Coherence: 6.4,
12.8, 25.6%) x 7 (Presentation Duration: 50, 100, 200, 400, 800, 1600, 3200 ms)
ANOVA. As was seen in the decision task, a strong main effect of coherence was
observed with accuracy increasing with increasing levels of coherence (6.4%: .62,
12.8%: .72, 25.6%: .85; F(2,42) = 341.5, p < .001, partial eta-squared = .94). As
predicted, a main effect of presentation duration was also observed, with accuracy
increasing with increasing presentation duration up until around 800 ms where it
reached an asymptote (.54, .60, .70, .78, .82, .82, .85; F(6, 126) = 209.0, p < .001,
partial eta-squared = .91). An interaction between coherence and presentation
duration indicated that accuracy grew more quickly with time as coherence increased
(F(12, 252) = 17.1, p < .001, partial eta-squared = .45). Finally, an interaction in the
predicted direction was observed between presentation duration and VGP status with
accuracy growing faster with time in the VGPs (F(6, 126) = 2.1, p = .03: one-tailed,
partial eta-squared = .09). The main effect of VGP status was not significant,
190
although it was in the predicted direction (VGP: .87+/-.03, NVGP: .83+/-.04; F(1,21)
= 2.4, p = .13, partial eta-squared = .10).
191
higher levels of coherence. The interaction between VGP status and presentation
duration is also consistent with the results of Chapter 2, in which VGPs were seen to
accumulate information more rapidly than NVGPs. However, in order to obtain a
more quantitative measure of the actual rate at which information accrues in the two
populations, a standard model in the psychophysical field was fit to the data.
: asymptote
: rate of increase
: intercept
%Correct(t) = (1- e-(t- ))+50%
where lambda () is the level of asymptotic performance, beta () is the rate at which
accuracy grows as a function of time, and delta () is the intercept or the time at
which accuracy rises above chance levels. 50% is added to the function to convert
from percent above chance to percent correct. The main prediction based on the
earlier findings is a greater rate () value in the VGPs.
192
193
= 4.5, p = .045, partial eta-squared = .19). The interaction between coherence and
VGP status did not approach significance. Finally, for the intercept parameter ,
neither the main effects of coherence and VGP status, nor the interaction approached
significance.
194
4.1. Introduction
The data from the coherent motion direction discrimination task suggests an
increase in the rate at which VGPs extract information from a visual display.
However, it is unknown whether this increase is specific to the visual modality or
whether it also generalizes to other senses. Indeed, the entire body of literature on the
effect of video game experience on perception has focused exclusively on the visual
system. While audio in early video games was largely inconsequential (i.e.
background music that was often uncorrelated with game conditions/performance), in
todays games it is often reasonably informative (primarily in orienting players to
unseen foes). However, it is certainly still the case that the primary focus of video
games continues to be vision (most games can be completed without any sound
whatsoever). Therefore, whether action video game experience affects auditory
integration in a manner similar to what was observed in the visual modality is
unclear.
To determine whether the increase in the rate at which sensory information is
accrued is seen in audition as well as vision, an auditory analog of the motion
direction task was developed. A pure tone embedded in a white noise mask was
presented in one ear, while white noise alone was presented in the other (both were
normalized to the same mean amplitude). The subjects task was to indicate the ear in
which the tone was presented as quickly and accurately as possible. In a manner
195
consistent with adjusting the coherence level of the motion stimulus, the ratio of the
amplitude of the target tone to the white noise mask was manipulated in order to test
performance across the range of possible accuracy levels and reaction times. As in
the motion task, performance on the task requires the accumulation of information
over time, the intuitions regarding sensitivity and criterion are similar and thus will be
modeled in the same manner.
4.2. Methods
4.2.1. Participants
The subjects were the same as those in the previous two experiments (Chapter
2 and Chapter 3).
4.2.2 Apparatus
The apparatus consisted of an Apple G4 computer running a program to
present stimuli and collect the data using the MATLAB computer language (The
Math Works Inc., Natick, MA) and the Psychophysical Toolbox routines (Brainard,
1997; Pelli, 1997) (http://psychtoolbox.org). The stimuli were presented binaurally
using Sennheiser HD 250 II headphones.
196
4.2.3 Stimulus/Procedure
On each trial the subject was presented with, in one ear, a white noise
stimulus, and in the other, a 1000Hz tone of a variable amplitude added to the same
white noise stimulus. The absolute amplitude of the stimuli in both ears and across
sine wave amplitudes was fixed at 50 dB with the real modification being the ratio of
maximum noise amplitude to sine wave amplitude, which ranged from 1:1 (maximum
noise amplitude = maximum sine wave amplitude) to 64:1 (maximum noise
amplitude = 64x maximum sine wave amplitude). Eight signal-to-noise ratios
(SNRs) were tested in log spaced steps (1:64, 1:32, 1:16, 1:8, 1:4, 1:2, 1:1). The
subjects task was to press the arrow on the keyboard corresponding to the ear that
contained the sine wave as quickly as accurately as possible. The auditory stimulus
was present for a maximum of 1.5 seconds during which time the subject was free to
respond. After 1.5 seconds the auditory stimulus ceased and subjects were prompted
for a response. Visual feedback was given with a rectangle in the center of the screen
(green for a correct response and red for an incorrect response).
As with the motion task, this task is extremely challenging for novice
observers. As such two practice sessions were completed (over the course of no more
than 4 days) prior to the experimental session. Each session contained 100 trials per
SNR (split evenly between left and right ear) for a total of 800 trials presented in
pseudorandom fashion. As was the case in the motion experiment, only the data from
the final experimental session will be considered in the analyses that follow.
197
4.3. Results
4.3.1. Results: Raw Data
Accuracy was analyzed in a 2 (VGP Status: VGP/NVGP) x 8 (SNR: 1:64,
1:32, 1:16, 1:8, 1:4, 1:2, 1:1) ANOVA (see Figure 4, top panel). The expected strong
main effect of SNR was observed (F(7, 147) = 411.7, p < .001, partial eta-squared =
.95) with accuracy increasing with increasing SNR (.52, .51, .60, .83, .95, .98, .98,
.98). However, no main effect of VGP Status was observed (VGP = .78+/-.04,
NVGP = .80+/- .04; F(1,21) = 1.0, p = .32, partial eta-squared = .05) nor was an
interaction between VGP Status and SNR (F(7,147) = 0.4, p = .90, partial eta-squared
= .02). As was the case of motion accuracy, one cannot accept the null hypothesis,
however, there is no statistical indication that the groups differ in accuracy.
Mean reaction time for correct trials was also analyzed in a 2 (VGP Status:
VGP/NVGP) x 8 (SNR: 1:64, 1:32, 1:16, 1:8, 1:4, 1:2, 1:1) ANOVA. As in the
accuracy analysis, a strong main effect of SNR was observed (F(7, 147) = 77.0, p <
.001, partial eta-squared = .79) with mean reaction time decreasing with increasing
SNR (.808, .789, .742, .629, .495, .448, .425, .418). However, unlike the accuracy
analysis, both a strong main effect of VGP status (VGP = .488+/-.023, NVGP =
.802+/-.021; F(1,21) = 20.6, p < .001, partial eta-squared = .50) and a VGP status x
SNR interaction (F(7,147) = 5.2, p < .001, partial eta-squared = .2) were observed.
The main effect of VGP status is in agreement with the majority of the gaming
literature (along with the results of Chapter 2), as VGPs were seen to have
198
significantly shorter mean RTs than NVGPs, while the interaction suggests that this
difference is largest at low SNRs, when total RTs are slowest (see Figure 4, bottom
panel).
199
200
201
5.1. Introduction
The results of the auditory localization experiment suggest that VGPs acquire
sensory information more rapidly than NVGPs. All other parameters being equal,
this would lead to an increase in accuracy in the VGP group. However, as the VGP
group exhibits a reduction in decision criteria in addition to the increase in sensory
integration rate, an increase in accuracy relative to the NVGPs is not observed.
Therefore, if, as in Chapter 3, the stopping point is set experimentally, rather than
being under subject control, the VGPs should exhibit greater accuracy than the
NVGPs.
5.2. Methods
All subjects underwent the experiment within two days of completing the final
auditory decision task session. The subjects, apparatus, and stimuli were identical to
the previous experiment, with the exception of two changes. First, rather than
allowing the subjects to decide when to respond, stimuli were presented for fixed
durations and the subjects were instructed to watch the entire motion stimulus and
only make a decision after the dots stopped. Seven such presentation durations were
presented in fully intermixed fashion (20, 40, 80, 160, 320, 640, 1280 ms). Also,
only three SNR levels were tested 1:32, 1:16, 1:8 - as performance at these
202
coherence levels in the decision task was neither at floor nor at ceiling, and would
thus be maximally informative. Subjects completed 50 repetitions (25 left, 25 right)
for each of the duration/SNR pairs for a total of 1050 trials.
5.3. Results
5.3.1 Results: Raw Data
Accuracy was analyzed in a 2 (VGP Status: VGP/NVGP) x 3 (SNR 1:32,
1:16, 1:8): x 7 (Presentation Duration: 20, 40, 80, 160, 320, 640, 1280 ms) ANOVA
(see Figure 5). As was seen in the decision task, a strong main effect of SNR was
observed with accuracy increasing with increasing levels of coherence (1:32: .60,
1:16: .76, 1:8: .88; F(2,42) = 444.7, p < .001, partial eta-squared = .96). As predicted
a main effect of presentation duration was also observed, with accuracy increasing
with increasing presentation duration up until around 320 ms where it reached an
asymptote (.56, .63, .72, .77, .82, .86, .87; F(6, 126) = 235.4, p < .001, partial etasquared = .92). An interaction between SNR and presentation duration indicated that
accuracy grew more quickly with time as SNR increased (F(12, 252) = 17.0, p < .001,
partial eta-squared = .45). Finally, an interaction in the predicted direction was
observed between presentation duration and VGP status with accuracy growing faster
with time in the VGPs (F(6, 126) = 1.9, p = .04 - one-tailed, partial eta-squared =
.08). The main effect of VGP status was also significant with VGPs being more
accurate than NVGPs (VGP: .78+/-.02, NVGP: .72+/-.012; F(1,21) = 6.5, p = .018,
partial eta-squared = .24).
203
Together, these results are consistent with the hypothesis that sensory
information is integrated more rapidly in the VGP population. However, to more
explicitly model the rate at which the auditory information accrues, the same model
as was used for the motion task (exponential approach to an asymptote) was fit to the
data.
204
205
206
6.1. Introduction
The previous 4 chapters have indicated an increase in the rate of sensory
integration in VGPs. While our hypothesis is that extensive video game experience is
at the root of this enhanced skill, it could also be the case that VGPs are individuals
who have been born with better perceptual skills. Such individuals would tend to
succeed at action video games, and therefore find such games rewarding, whereas
individuals born with poorer skills would tend to eschew those games that exceed
their capacity. Therefore, in order to establish that video game experience is
sufficient to drive an increase in the rate of sensory integration, a selection of NVGPs
underwent extensive video game training on either an action video game or a control
video game. If action video game experience does enhance the rate of sensory
integration, larger improvements should be noted in the action-trained group than in
the control group.
6.2. Methods
6.2.1. Participants
The study enrolled 25 NVGPs, none of whom had taken part in previous
experiments. The criteria for being considered an NVGP remained the same as in
207
208
training games covered the entire extent of the screen (approximately 15 height x
18 width from fixation).
The eleven members of the control group played the game The Sims 2. The
Sims 2 is a simulation-style game, wherein the player takes complete control of the
life of a character (or the lives of several characters). The player must ensure that the
character meets all of his/her basic needs (cooking meals/eating, sleeping, using the
restroom, bathing, etc), they must guide the character toward short-term wants (which
can be buying a new curtain, kissing a neighbor, having a phone conversation with a
parent, etc) and away from short-term fears (such as losing a job or starting a fire),
and finally they must work the character toward the characters long-term aspiration
(such as having a family or making a fortune). Along the way, characters have jobs
(which require the character to acquire various skills to be promoted), relationships
with other characters (which with positive interactions improve and negative
interactions decline), are married, have children, change houses, grow old, and die essentially most of the things that characterize normal human life. As characters are
added to the players the household, the player takes control of and is responsible for
those characters as well. The control group played an average of ten different
characters and lived in an average of four different houses during the 50 hours of
training.
In an attempt to minimize the large inherent difference in the number of
characters, goals, and available environments between the control game and a
standard action game, the fourteen members of the experimental group played two
209
different action games (both chosen to be similar to those played by our VGPs). Both
action games have a relatively simple interface, use first-person point of view, and
require effective monitoring of the entire visual field. Unfortunately, even by using
two action games, the control group played five times as many characters, had
infinitely more (both in number and variety) immediate, short-term, and long-term
goals, and more diversity in environment; the nature of video games simply made it
impossible to fully equalize these parameters. As our hypothesis was that greater
learning would be observed in the action group than the control group, we chose to
have the action game trainees be at a disadvantage for these factors to ensure that
amount of novelty could not be used to explain any improvements in the action group
beyond what is seen in the control group.
During the first half of training, the experimental group played the game
Unreal Tournament 2004 in Death Match mode. In this mode the character is in an
abandoned warehouse with 32 computer-controlled artificial agents. The sole goal is
for the player to kill as many of these agents as possible, while minimizing the
number of times the player dies. Each training session was divided into 20-minute
blocks. The difficulty of the block was adjusted based on the kill/death ratio. If in a
block the player scored twice as many kills as they had deaths, the difficulty level was
increased one level. Players were retested on lower difficulty levels in the middle and
at the end of training to quantitatively assess improvement. During the second half of
training, the experimental group played the game Call of Duty 2. This game puts the
player into fictional or fictionalized World War II combat situations. Although Call
210
of Duty 2 has more goals than Unreal Tournament 2004, they remained somewhat
crude when compared with the control game (both in terms of variety nearly all
goals in Call of Duty 2 involved things like taking a bunker, a farmhouse, or a ridge and in terms of the possible ways to reach the goal all goals were accomplished
simply by killing every possible enemy soldier). Because Call of Duty 2 did not
provide quantitative data with which to assess improvement, subjects were retested on
Unreal Tournament 2004 during the final two hours of training.
211
the hardest difficulty level the score went from -.74 (around four times as many
deaths as kills) to -.21 (approximately the same number of deaths and kills).
These results demonstrate that both groups were engaged in their training and showed
improvement on the training task.
6.3. Results
212
.57) with mean reaction time decreasing with increasing motion coherence (.834,
.834, .821, .804, .759, .655, .551). However, unlike in the accuracy analysis, a strong
main effect of test was observed (Pre = .823+/-.06, Post = 691+/-.05, F(1,23) = 12.2,
p = .002, partial eta-squared = .35) as well as an interaction between test and group,
with the action group demonstrating a larger decrease in RT than the control group
between pre- and post-testing (Action: Pre = .809+/-.06, Post = .612+/-.05; Control:
Pre = .691+/-.05, Post = .679+/-.05, F(1,23) = 9.6, p = .005, partial eta-squared = .29).
While a significant interaction was also observed between test and coherence
(F(6,138) = 2.6, p = .02, partial eta-squared = .05) with reaction time decreasing by a
larger margin at low coherences than high coherences, the three-way interaction
between test, group, and coherence was not significant (F(6,138) = 1.7, p = .12,
partial eta squared = .07).
The qualitative pattern of results is consistent with the VGP/NVGP data from
Chapter 2. No change in accuracy was observed in either group, however, the actiontrained group demonstrated a large reduction in reaction time relative to the control
trained group. As in Chapter 2, the diffusion-to-bound model was fit to the data in
order to quantify the relative changes in integration rate and decision criteria.
213
214
ANOVA. For the bound parameter A, both a main effect of test (F(1,23) = 7.4, p =
.01, partial eta-squared = .24) and a test x group interaction (F(1,23) = 6.7, p = .02,
partial eta-squared = .23) were observed. The bound parameter decreased in both
groups (Action: Pre = .75+/-.05, Post = .57+/-.06; Control: Pre = .61+/-.06, Post =
.60+/-.05), but by a larger margin in the action group. It should be noted that
although the bound parameter was larger in the action group than the control group at
pre-test, this difference was not significant in a post-hoc analysis (p = .11).
For the rate/sensitivity parameter k, both a main effect of test (F(1,23) = 17.0,
p = .02, partial eta-squared = .2) as well as an interaction between test and group
(F(1,23) = 19.6, p = .02, partial eta-squared = .23) were observed with the action
group improving significantly at post-test while the control group did not change
(Action: Pre = 6.9+/0.6, Post = 9.3+/-0.6; Control: Pre = 7.1+/-.8, Post = 7.0+/-0.7).
Finally, neither the main effect of test nor a group x test interaction
approached significance for the residual reaction time parameter TR (all ps > .8).
215
Mean reaction time for correct trials was also analyzed in a 2 (Test: Pre/Post)
x 2 (Group: Action/Control) x 8 (SNR: 1:64, 1:32, 1:16, 1:8, 1:4, 1:2, 1:1) ANOVA
(see Figure 7, bottom panels). As in the accuracy analysis, a strong main effect of
SNR was observed (F(7,161) = 62.0, p < .001, partial eta-squared = .73) with mean
reaction time decreasing with increasing SNR (.855, .855, .824, .710, .565, .498, .465,
.457 secs). However, unlike in the accuracy analysis, a strong main effect of test was
observed (Pre = .704+/-.07, Post = .602+/-.06, F(1,23) = 15.3, p = .001, partial etasquared = .40) as well as an interaction between test and group, with the action group
having a larger decrease in RT than the control group between pre- and post-testing
(Action: Pre = .659+/-.09, Post = .542+/-.07; Control: Pre = .644+/-.06, Post =
.612+/-.05, F(1,23) = 5.4, p = .03, p-eta2 = .19). A significant interaction was also
observed between test and SNR (F(7,161) = 4.1, p < .001, partial eta-squared = .15)
with reaction time decreasing by a larger margin at low SNR than high SNR, but the
three-way interaction between test, group, and coherence was not significant
(F(7,161) = 0.7, p = .64, partial eta squared = .03). As was true in the motion task,
the qualitative pattern of results is consistent with the pattern observed in the
VGP/NVGP populations in Chapter 4. Mean accuracy did not change as a function of
training or group. Mean RT decreased in both groups, particularly at the lower levels
of SNR, but overall RT decreased by a larger margin in the action group. Again, the
diffusion-to-bound model was fit to the data to quantify the changes in criteria and
integration rate.
216
217
the bound parameter A, only a main effect of test (F(1,23) = 6.1, p = .02, partial etasquared = .2) was observed. The test x group interaction was not significant (F(1,23)
= 1.7, p = .2, partial eta-squared = .07) as the bound parameter in both groups
decreased at post-test (Action: Pre = .65+/-.06, Post = .50+/-.06; Control: Pre =
.66+/.05, Post = .62+/-.05).
For the rate/sensitivity parameter k, a main effect of test (F(1,23) = 18.5, p <
.001, partial eta-squared = .44) was observed. The interaction between test and group
was marginally significant (F(1,23) = 4.2, p = .026 one-tailed, partial eta-squared =
.16) as both groups had an increase in k, but the difference was larger in the action
group (Action: Pre = 17.6+/-.1.0, Post = 22.6+/-1.0; Control: Pre = 15.8+/-1.1, Post =
17.5+/-1.5).
Finally, neither the main effect of test nor a group x test interaction
approached significance for the residual reaction time parameter TR (all ps > .7).
218
than the control trained group. Therefore, these findings cannot be attributed to
simple test-retest or Hawthorne-like effects. Although the bound parameter
decreased in both tasks for the action-trained group, the group by test interaction was
significant only in the case of the motion task. Therefore, although it appears that a
reduction in criterion is associated with action video game experience, it is less clearcut than in the case of an increase in the rate of sensory information accrual.
219
7. Conclusions
Over the past twenty-five years, a growing body of literature has indicated
that video game experience has the potential to enhance basic perceptual, motor,
and/or cognitive processes. While each report in the literature posited a different
independent enhancement, whether in the capacity of visual attention, the spatial
resolution or temporal resolution of visual attention, the ability to divide attention, the
general speed of processing, the efficiency of visual search, the susceptibility to
distractors, or the formation of stimulus-response mappings, we have put forth the
hypothesis that a single mechanistic change, an increase in the rate at which sensory
information accrues, can account for the majority of the findings in the literature. By
making use of two sensory integration tasks, one in the visual modality and one in the
auditory modality, we have demonstrated that indeed, video game experience is
correlated with an increase in the rate at which sensory information accumulates. By
training NVGPs on an action video game and observing similar changes, we have
further demonstrated that the relationship between video game experience and this
increased rate of sensory information accrual is causative.
However, while we have good evidence for this mechanistic change as a result
of video game experience, it would be beneficial to explore how such a change in the
rate of sensory integration could be exhibited neurally. A model developed by Pouget
and colleagues attempts to model performance on the dot motion decision task in a
neurally plausible manner. In this model, a layer of independent Poisson neurons
with Gaussian tuning curves for motion direction represent area MT. These neurons
220
221
would suggest that the rate at which auditory information is accrued might be
reasonably independent of the rate at which motion information is accrued (there
being no a priori reason to believe that, among those with normal vision and hearing,
individuals with extremely good hearing would also have extremely good vision and
vice versa). Conversely, one might imagine that the bound is set by a higher level
structure that controls the integration of information across modalities. In this case
one would expect to find a significant correlation between the bound parameters in
the two integration tasks. Individuals who are willing to make decisions with less
information would likely be willing to do so regardless of the task. These predictions
are indeed born out by the data. No correlation is observed between the motion and
auditory integration rates. Although VGPs tend to have higher integration rates for
both motion and auditory information, there is no correlation in individual subject
performance (see Figure 8A Top Panel). Indeed, the VGP with the highest rate of
auditory integration also showed the lowest rate of motion integration. The same
pattern (or lack thereof) is observed in the data from the video game trainees (Figure
8A Bottom Panel). Conversely, a strong linear relationship with a slope of
approximately 1 is observed between the bound parameters (see Figure 8B Top
Panel). Again, while VGPs tend to have lower bound parameters than NVGPs for
both the motion and auditory tasks, there is also a strong correlation in the bounds of
individual subjects. For instance, the NVGP with the highest motion bound also
demonstrated the highest auditory bound and the VGP with the lowest auditory bound
222
demonstrated the second lowest motion bound. Again, the same pattern was observed
in the video game trainees (Figure 8B Bottom Panel).
One might further wonder whether the bound and the integration rate are truly
independent factors or whether they might be correlated. While this would not be
223
surprising (it makes intuitive sense that individuals who acquire information very
rapidly might tend to cut off sooner), this is not born out by the data. No systematic
relationship is observed between an individual subjects integration rate and the same
subjects bound (Figure 9). This is an important point because it demonstrates that
the tradeoff between bound and rate of integration observed in the VGP and NVGP
populations is truly only applicable at the population level.
It will be for future work to determine why the VGPs, who acquire
information more rapidly than NVGPs, manifest this enhancement through extremely
fast RTs rather than extremely accurate responses. Theoretically, the VGPs could
have chosen to wait as long as the NVGPs before making a decision and in doing so
would have instead demonstrated an accuracy advantage.
224
225
8. References
Bialystok, E. (2006). Effect of bilingualism and computer video game experience on
the Simon task. Canadian Journal of Experimental Psychology, 60, 68-79.
Birch, E. E., & Stager, D. R. (1996). The critical period for surgical treatment of
dense congenital unilateral cataract. Investigative Ophtalmology and Visual
Science, 37(8), 1532-1538.
Brainard, D. G. (1997). The Psychophysics Toolbox. Spatial Vision, 10, 433-436.
Carrasco, M., Giordano, A. M., & B., M. (2004). Temporal performance fields: visual
and attentional factors. Vision Research, 44, 1351-1365.
Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game
experience on the time course of inhibition of return and the efficiency of
visual search. Acta Psychologica, 119, 217-230.
Cerella, J. (1991). Age effects may be global, not local: comment on Fisk and Rogers
(1991). Journal of Experimental Psychology: General, 120(2), 215-223.
Clark, J. E., Lanphear, A. K., & Riddick, C. C. (1987). The effects of videogame
playing on the response selection processing of elderly adults. Journal of
Gerontology, 42(1), 82-85.
Dosher, B. A. (1979). Empirical approaches to information processing: Speedaccuracy tradeoff functions or reaction time - a reply. Acta Psychologica,
43(347-359).
226
Fan, J., McCandliss, B. D., Sommer, T., Raz, A., & Posner, M. I. (2002). Testing the
efficiency and independence of attentional networks. Journal of Cognitive
Neuroscience, 14, 340-347.
Gold, J. I., & Shadlen, M. N. (2002). Banburismus and the brain: Decoding the
relationship between sensory stimuli, decisions, and reward. Neuron, 36, 299308.
Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game
trainer to flight. Human Factors, 36(3), 387-405.
Greenfield, P. M., DeWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video
games and informal education: effects on strategies for dividing visual
attention. Journal of Applied Developmental Psychology, 15, 105-123.
Leark, R. A., Wallace, D. R., & Fitzgerald, R. (2004). Test-retest reliability and
standard error of measurement for the Test of Variables of Attention
(T.O.V.A) with healthy school-age children. Assessment, 11(4), 285-289.
Lewis, T. L., & Maurer, D. (2005). Multiple sensitive periods in human visual
development: evidence from visually deprived children. Developmental
Psychobiology, 46(3), 163-183.
Orosy-Fildes, C., & Allan, R. W. (1989). Psychology of computer use: XII.
Videogame play: Human reaction time to visual stimuli. Perceptual and
Motor Skills, 69, 243-247.
227
Palmer, J., Huk, A. C., & Shadlen, M. N. (2005). The effect of stimulus strength on
the speed and accuracy of a perceptual decision. Journal of Vision, 5, 376404.
Pelli, D. G. (1997). The VideoToolbox software for visual psychophysics:
Transforming numbers into movies. Spatial Vision, 10, 437-442.
Roitman, J. D., & Shadlen, M. N. (2002). Response of neurons in the lateral
intraparietal area during a combined visual discrimination reaction time task.
Journal of Neuroscience, 22(21), 9475-9489.
Rosser Jr., J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., & Klonsky, J. (2007). The
impact of video games on training surgeons in the 21st century. Archives of
Surgery, 142, 181-186.
Rovamo, J., Leinonen, L., Laurinenn, P., & Virsu, V. (1984). Temporal integration
and contrast sensitivity in foveal and peripheral vision. Perception, 13(6),
665-674.
Yuji, H. (1996). Computer games and information processing skills. Perceptual and
Motor Skills, 83, 643-647.