Schubert Torsten, Finke Kathrin, Redel Petra, Kluckow Steffen, Müller Hermann, Strobach Tilo
Department of Psychology, Humboldt-University Berlin, Germany; Department of Psychology, Ludwig-Maximilians-Universität München, Germany.
Department of Psychology, Ludwig-Maximilians-Universität München, Germany; Department of Psychology, Bielefeld University, Germany.
Acta Psychol (Amst). 2015 May;157:200-14. doi: 10.1016/j.actpsy.2015.03.005. Epub 2015 Mar 31.
Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice.
与没有电子游戏经验的人相比,有电子游戏经验的专家在视觉注意力的多个领域表现更出色。然而,这种优势背后的注意力基本方面仍是一个悬而未决的问题。我们使用视觉注意力理论(TVA)框架及相关工具来探讨这个问题,这些工具使我们能够评估与不同视觉注意力方面相关的各种参数(例如,感知阈值、处理速度、视觉短期记忆存储容量、自上而下控制、注意力的空间分布),并且这些参数在同一实验基础上是可测量的。在实验1中,我们发现电子游戏专家在感知阈值和视觉处理速度方面具有优势;后者仅限于所用电脑显示器的较低位置。观察到的优势并没有受到诸如人格特质、感觉寻求、智力、社交焦虑或健康状况等一般个人相关特征的显著调节。实验2通过干预方案测试了专家优势与电子游戏练习之间的潜在因果关系。在训练15天后,发现动作电子游戏对感知阈值、视觉短期记忆存储容量、图像记忆存储、自上而下控制和注意力的空间分布没有影响。然而,在电子游戏训练后观察到电脑屏幕较低位置的处理速度有一定程度的提高以及复测效应,这表明通过练习改善视觉注意力(TVA)基本方面的可能性有限。