Heimler Benedetta, Pavani Francesco, Donk Mieke, van Zoest Wieske
Center for Mind Brain Sciences (CIMeC), University of Trento, Trento, Italy,
Atten Percept Psychophys. 2014 Nov;76(8):2398-412. doi: 10.3758/s13414-014-0736-x.
Action videogame players (AVGPs) have been shown to outperform nongamers (NVGPs) in covert visual attention tasks. These advantages have been attributed to improved top-down control in this population. The time course of visual selection, which permits researchers to highlight when top-down strategies start to control performance, has rarely been investigated in AVGPs. Here, we addressed specifically this issue through an oculomotor additional-singleton paradigm. Participants were instructed to make a saccadic eye movement to a unique orientation singleton. The target was presented among homogeneous nontargets and one additional orientation singleton that was more, equally, or less salient than the target. Saliency was manipulated in the color dimension. Our results showed similar patterns of performance for both AVGPs and NVGPs: Fast-initiated saccades were saliency-driven, whereas later-initiated saccades were more goal-driven. However, although AVGPs were faster than NVGPs, they were also less accurate. Importantly, a multinomial model applied to the data revealed comparable underlying saliency-driven and goal-driven functions for the two groups. Taken together, the observed differences in performance are compatible with the presence of a lower decision bound for releasing saccades in AVGPs than in NVGPs, in the context of comparable temporal interplay between the underlying attentional mechanisms. In sum, the present findings show that in both AVGPs and NVGPs, the implementation of top-down control in visual selection takes time to come about, and they argue against the idea of a general enhancement of top-down control in AVGPs.
动作电子游戏玩家(AVGP)在隐蔽视觉注意力任务中的表现已被证明优于非游戏玩家(NVGP)。这些优势被归因于该群体自上而下控制能力的提高。视觉选择的时间进程,使研究人员能够突出自上而下策略何时开始控制表现,在动作电子游戏玩家中很少被研究。在这里,我们通过眼动额外单一物范式专门解决了这个问题。参与者被指示向一个独特方向的单一物进行扫视眼动。目标呈现于同质非目标物之中,以及一个在颜色维度上比目标更显著、同等显著或不那么显著的额外方向单一物。我们的结果显示,动作电子游戏玩家和非游戏玩家的表现模式相似:快速启动的扫视是由显著性驱动的,而较晚启动的扫视则更多是由目标驱动的。然而,尽管动作电子游戏玩家比非游戏玩家更快,但他们的准确性也更低。重要的是,应用于数据的多项式模型揭示了两组具有可比的潜在显著性驱动和目标驱动功能。综上所述,在潜在注意力机制之间具有可比时间相互作用的背景下,观察到的表现差异与动作电子游戏玩家比非游戏玩家释放扫视的决策界限更低的情况相符。总之,目前的研究结果表明,在动作电子游戏玩家和非游戏玩家中,视觉选择中自上而下控制的实施都需要时间来实现,并且反对动作电子游戏玩家自上而下控制普遍增强的观点。