M8, T2, Attention and video game training Flashcards

1
Q

Research questions in video game training (Green and Bavelier, 2003)

A
  • Are there differences in visual attention skills for regular video game players (VGPs) compared to non-video game players (NVGPs)? That is, do VGPs have more attentional resources?
  • What happens to the visual attention skills of NVGPs if they are trained on action video games?
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2
Q

Flanker task

A

“Which way is the central arrow pointing?”
- measure reaction time for compatible versus incompatible trials to see how attention spotlight is deployed
- used to measure attentional breadth/level of attentional resources a given individual possesses by measuring distractor processing

*look up image

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3
Q

Flanker high v low perceptual load task

A
  • Six rings are shown on the computer screen on each trial (100ms)
  • Participants decide if either a diamond or square (targets) was shown on each trial inside one of the rings
  • Ignore singleton distractor shape presented outside of the six rings.
  • Low and high perceptual load manipulated using additional distractors inside the rings

*look up image

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4
Q

Compatibility effects in flanker high v low perceptual load task

A

Low perceptual load -> compatibility effect is large (faster to process target compatible v incompatible trials)
-> Attentional resources free to process the distractors - broader attention breadth

High perceptual load -> compatibility effect small.
-> Less residual attentional resources for processing irrelevant distractors - narrow attention breadth

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5
Q

Flanker task and VGP v NVGP Green and Bavelier (2003)

A
  • Compare VGPs and NVGPs on flanker task performance across low and high perceptual load
  • If video game playing enhances attentional resources, VGPs should show larger distractor effects compared to NVGPs across low and high perceptual load tasks (i.e. have a broader attention breadth).

-> in NVGPs the flanker compatibility effect decreased with increased perceptual load
-> in VGPs the compatibility effect remained with increasing perceptual load
-> Playing video games is associated with a broader scope of attention in the flanker task (i.e. more attentional resources left over)

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6
Q

Enumeration task

A
  • measures how much visual information we can process in a single moment
  • Between 1 and 12 squares are presented on the screen for 50 milliseconds
  • Participants’ task is to indicate the number of squares shown on each trial
    Subitizing range = number of items apprehended at the same time without error
    -> Subitizing range predicts how many items can be attended to at once (Most adults - value is 3 or 4 items)
    -> Can also be used to measure counting ability when subitizing range is exceeded
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7
Q

Enumeration task, VGP v NVGP Green and Bavelier (2003)

A
  • VGP could subitize more squares than NVGP
  • average number items subitized was 4.9 for VGP v 3.3 items for NVGP
  • overall, VGP more accurate at the task (78% v 65%)

-> suggest VGP have a broader scope of attention

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8
Q

Functional field of view - size of visual field

A
  • Flanker task and Enumeration Task only measure attention over a small visual field (the size of the visual field we usually play video games on)
  • Green and Bavelier (2003) argue that the functional field of view task can be used to see if attention also differs over a larger area of the visual field for VGPs and NVGPs
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9
Q

Functional field of view task

A
  • Participants are briefly shown a display of 24 boxes that subtend 10, 20 or 30° of visual angle from the centre of the visual field.
  • One box contains a target shape
  • A visual mask is presented to avoid after images
  • Participant indicates which spoke on the wheel the target (triangle within a circle) was located.
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10
Q

Functional field of view task, VGP v NVGP Green and Bavelier (2003)

A
  • VGP have much higher accuracy for the task compared to NVGP at all eccentricities (distances)
  • suggests that they have much broader scope of attention
  • therefore, superior attention extends beyond the visual field in which video games are played
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11
Q

Attention blink task

A
  • Measure of attention over time
  • Participants presented sequentially with a rapid stream of letters in the same spatial location
  • Letters are shown for 15 msec and the next letter appears 100 msec from the time the previous letter appears
  • Most letters in the stream are distractors
  • Participants detect two targets in the stream (T1 and T2) was X present?
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12
Q

Detection of the target, attention blink task

A
  • usually T1 accuracy is high
  • T2 accuracy varies, depends on how many distractor stimuli are presented between T1 and T2
  • hypothesised that the attentional blink might occur due to attentional bottlenecking (Chun and Potter, 1995)
  • T1 is attended to via ‘ filtering’ and gets through the ‘bottleneck’ to conscious awareness
  • while this is happening, T2 has already occurred and does not get through the ‘bottleneck’
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13
Q

Attention blink task, NVGP v VGP Green and Bavelier (2003)

A
  • VGP have enhanced attention across time- therefore VGP show a reduced attentional blink compared to NVGP
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14
Q

Green and Bavelier (2003) final experiment VGP v NVGP

A
  • Participants’ performance on the enumeration, functional field of view task, and the attentional blink task was measured at baseline.
  • Participants then completed 10 x 1-hour long sessions playing either an action video game (Medal of Honour) or a puzzle game (Tetris).
  • Participants’ performance on the enumeration, functional field of view task, and the attentional blink task was measured after training
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15
Q

Findings from the final experiment, Green and Bavelier

A
  • improved performance on all three tasks for the action video game training group, Tetris group no improvements
  • enumeration task saw a increase of 1.7 items for those from action video game group
  • at each eccentricity (ring of functional field of view) there were improvements for action video game group
  • attentional blink was smaller after training, suggesting attention deployed more efficiently across time for action video game group
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16
Q

Bavelier et al (2012) research questions

A
  • What are the neural correlates associated with improved attention from playing video games?
  • Examined top-down attention by measuring BOLD signal (fMRI) in frontoparietal regions of the brain (top down control & regulate attention) as well as visual areas MT/MST (motion processing) for VGPs and NVGPs
17
Q

Bavelier et al (2012) method low v high perceptual load visual search tasks

A

Video game and non-video game players completed low versus high perceptual load visual search tasks in the presence or absence of a distracting visual motion display
-> is a square or diamond present in the array?
- Perceptual load manipulation intended to vary level of top down attention control exerted via dorsal frontoparietal networks in the brain (FEF and IPS)
-> Higher load = more frontoparietal activation

18
Q

Bavelier et al 2012, method motion task

A
  • Motion task (random dots kinematogram) used to measure where attention spotlight was focused during the task.
  • RDK processed by neural area V5/MT
  • If RDK is in the focus of attention, activation in V5/MT will be increased compared to RDK outside of the attention focus
19
Q

Bavelier et al 2012, participants

A
  • Participants were 26 males (12 VGPs and 14 NVGPs)
  • NVGPs - < 1hr action video game per week in last 12 months
  • VGPs - played action video games minimum of 5 hrs per week in last 12 months
  • Trained participants on flanker task prior to fMRI scanning
  • fMRI scans during flanker task performance
20
Q

Behavioural and imaging results Bavelier et al 2012

A
  • The effect of perceptual load on RT was the same in both groups, but shorter RTs for VGPS than NVGPs
  • But some evidence that the effect of irrelevant motion in periphery more disruptive for NVGPs than VGPs
  • NVGPs - ↑ frontoparietal network activation with ↑ perceptual load
  • VGPs – showed some ↑ activation in some regions with ↑ perceptual load
  • Overall, VGPs showed lower levels of MT/MST activation than NVGPs
    -> This may reflect improved distractor suppression in the VGP group (better allocation of space based attention to targets)
21
Q

Bavelier et al 2012 conclusions

A

VGPs more efficient than NVGPs in operation of:
- Frontoparietal attention networks
- Visual processing
- Filtering out irrelevant movement information