How do visual skills relate to action video game performance?

被引:10
作者
Cretenoud, Aline F. [1 ]
Barakat, Arthur [1 ,2 ,3 ]
Milliet, Alain [3 ]
Choung, Oh-Hyeon [1 ]
Bertamini, Marco [4 ,5 ]
Constantin, Christophe [3 ]
Herzog, Michael H. [1 ]
机构
[1] Ecole Polytech Fed Lausanne EPFL, Lab Psychophys, Brain Mind Inst, Lausanne, Switzerland
[2] Brain Mind Inst, Lab Behav Genet, Ecole Polytech Fed Lausanne EPFL, Lausanne, Switzerland
[3] Logitech Europe SA, Innovat Pk EPFL, Lausanne, Switzerland
[4] Univ Liverpool, Dept Psychol Sci, Liverpool, Merseyside, England
[5] Univ Padua, Dept Gen Psychol, Padua, Italy
来源
JOURNAL OF VISION | 2021年 / 21卷 / 07期
基金
瑞士国家科学基金会;
关键词
action video games; vision; common factor; prediction; visual acuity; honeycomb illusion; INDIVIDUAL-DIFFERENCES; MOTION PERCEPTION; ORIENTATION SPECIFICITY; CONTRAST SENSITIVITY; COMPETITIVENESS; DISCRIMINATION; IMPROVEMENT; IMPAIRMENT; EXPERIENCE; LESIONS;
D O I
10.1167/jov.21.7.10
中图分类号
R77 [眼科学];
学科分类号
100212 ;
摘要
Y It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance. We tested 94 players ranging from beginners to experts with a battery of visual paradigms, such as visual acuity and contrast detection. In addition, we assessed performance in specific gaming skills, such as shooting and tracking, and administered personality traits. All measures together explained about 70% of the variance of the players' rank. In particular, regression models showed that a few visual abilities, such as visual acuity in the periphery and the susceptibility to the Honeycomb illusion, were strongly associated with the players' rank. Although the causality of the effect remains unknown, our results show that high-rank players perform better in certain visual skills compared to low-rank players.
引用
收藏
页数:21
相关论文
共 90 条
[1]   Interleaving bisection stimuli - randomly or in sequence - does not disrupt perceptual learning, it just makes it more difficult [J].
Aberg, Kristoffer C. ;
Herzog, Michael H. .
VISION RESEARCH, 2009, 49 (21) :2591-2598
[2]   A primer on assessing intelligence in laboratory studies [J].
Ackerman, Phillip L. ;
Hambrick, David Z. .
INTELLIGENCE, 2020, 80
[3]   The HEXACO-60: A Short Measure of the Major Dimensions of Personality [J].
Ashton, Michael C. ;
Lee, Kibeom .
JOURNAL OF PERSONALITY ASSESSMENT, 2009, 91 (04) :340-345
[4]   The Freiburg Visual Acuity test - Automatic measurement of visual acuity [J].
Bach, M .
OPTOMETRY AND VISION SCIENCE, 1996, 73 (01) :49-53
[5]   A SPECIFIC AND ENDURING IMPROVEMENT IN VISUAL-MOTION DISCRIMINATION [J].
BALL, K ;
SEKULER, R .
SCIENCE, 1982, 218 (4573) :697-698
[6]   DIRECTION-SPECIFIC IMPROVEMENT IN MOTION DISCRIMINATION [J].
BALL, K ;
SEKULER, R .
VISION RESEARCH, 1987, 27 (06) :953-965
[7]   Individual differences in human eye movements: An oculomotor signature? [J].
Bargary, Gary ;
Bosten, Jenny M. ;
Goodbourn, Patrick T. ;
Lawrance-Owen, Adam J. ;
Hogg, Ruth E. ;
Mollon, J. D. .
VISION RESEARCH, 2017, 141 :157-169
[8]   The Autism-Spectrum Quotient (AQ): Evidence from Asperger syndrome/high-functioning autism, males and females, scientists and mathematicians [J].
Baron-Cohen, S ;
Wheelwright, S ;
Skinner, R ;
Martin, J ;
Clubley, E .
JOURNAL OF AUTISM AND DEVELOPMENTAL DISORDERS, 2001, 31 (01) :5-17
[9]   Brain Plasticity Through the Life Span: Learning to Learn and Action Video Games [J].
Bavelier, Daphne ;
Green, C. Shawn ;
Pouget, Alexandre ;
Schrater, Paul .
ANNUAL REVIEW OF NEUROSCIENCE, VOL 35, 2012, 35 :391-416
[10]   Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills [J].
Bediou, Benoit ;
Adams, Deanne M. ;
Mayer, Richard E. ;
Tipton, Elizabeth ;
Green, C. Shawn ;
Bavelier, Daphne .
PSYCHOLOGICAL BULLETIN, 2018, 144 (01) :77-110