Advertisement

Differences in Visual Attention Performance Between Action Game Playing and Non-playing Children

  • Min-Sheng Chen
  • Tien-Sheng Chiu
  • Wei-Ru Chen
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 826)

Abstract

Games often act as a teaching tool, but prolonged video game playing may have effects on the cognitive ability of schoolchildren. The present research aims to investigate such effects. The study recruited schoolchildren from grades 1 to 6 as participants to examine differences in attention performance between action game players and non-players. The experiment used the modified UFOV (useful field of view) operated with such factors as distance and clues. The results revealed that the players are significantly superior to the non-players in reaction speed and accuracy, suggesting that the players have better attention in the space and selection realms. In addition, distance also had a significant effect on the participants: increase in distance significantly lowered the accuracy of the non-players, whereas that of the players changed little. The results suggest that video games can strengthen the visual attention of children. It is recommended that the research findings be considered in the design of teaching tools related to attention training. In addition, the task characteristics of the action game content can be incorporated in educational materials to improve the effectiveness of training and assistance.

Keywords

Schoolchildren Action games Game players Visual attention 

References

  1. 1.
    Buckley D, Codina C, Bhardwaj P, Pascalis O (2010) Action video game players and deaf observers have larger Goldmann visual fields. Vision Res 50(5):548–556.  https://doi.org/10.1016/j.visres.2009.11.018CrossRefGoogle Scholar
  2. 2.
    Castel AD, 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 Physiol (Oxf) 119(2):217–230.  https://doi.org/10.1016/j.actpsy.2005.02.004CrossRefGoogle Scholar
  3. 3.
    Chisholm JD, Hickey C, Theeuwes J, Kingstone A (2010) Reduced attentional capture in action video game players. Atten Percept Psychophys 72(3):667–671.  https://doi.org/10.3758/APP.72.3.667CrossRefGoogle Scholar
  4. 4.
    Dobrowolski P, Hanusz K, Sobczyk B, Skorko M, Wiatrow A (2015) Cognitive enhancement in video game players: the role of video game genre. Comput Hum Behav 44:59–63.  https://doi.org/10.1016/j.chb.2014.11.051CrossRefGoogle Scholar
  5. 5.
    Dye MW, Bavelier D (2010) Differential development of visual attention skills in school-age children. Vision Res 50(4):452–459.  https://doi.org/10.1016/j.visres.2009.10.010CrossRefGoogle Scholar
  6. 6.
    Dye MW, Green CS, Bavelier D (2009) Increasing speed of processing with action video games. Curr Dir Psychol Sci 18(6):321–326.  https://doi.org/10.1111/j.1467-8721.2009.01660.xCrossRefGoogle Scholar
  7. 7.
    Dye MW, Green CS, Bavelier D (2009) The development of attention skills in action video game players. Neuropsychologia 47(8):1780–1789.  https://doi.org/10.1016/j.neuropsychologia.2009.02.002CrossRefGoogle Scholar
  8. 8.
    Green CS, Bavelier D (2003) Action video game modifies visual selective attention. Nature 423(6939):534–537.  https://doi.org/10.1038/nature01647CrossRefGoogle Scholar
  9. 9.
    Hubert-Wallander B, Green CS, Sugarman M, Bavelier D (2011) Changes in search rate but not in the dynamics of exogenous attention in action videogame players. Atten Percept Psychophys 73(8):2399–2412.  https://doi.org/10.3758/s13414-011-0194-7CrossRefGoogle Scholar
  10. 10.
    Oei AC, Patterson MD (2013) Enhancing cognition with video games: a multiple game training study. PLoS ONE 8(3):e58546.  https://doi.org/10.1371/journal.pone.0058546CrossRefGoogle Scholar
  11. 11.
    Oei AC, Patterson MD (2014) Playing a puzzle video game with changing requirements improves executive functions. Comput Hum Behav 37:216–228.  https://doi.org/10.1016/j.chb.2014.04.046CrossRefGoogle Scholar
  12. 12.
    Spence I, Feng J (2010) Video games and spatial cognition. Rev Gener Psychol 14(2):92–104.  https://doi.org/10.1037/a0019491CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.National Yunlin University of Science and TechnologyDouliouRepublic of China

Personalised recommendations