Stretching the limits of visual attention: the case of action video games

被引:76
作者
Hubert-Wallander, Bjorn [1 ]
Green, C. Shawn [2 ]
Bavelier, Daphne [1 ]
机构
[1] Univ Rochester, Dept Brain & Cognit Sci, Rochester, NY 14627 USA
[2] Univ Minnesota, Dept Psychol, Minneapolis, MN 55455 USA
关键词
MULTIPLE-OBJECT TRACKING; SELECTIVE ATTENTION; MEMORY; MECHANISM; SKILLS; AGE;
D O I
10.1002/wcs.116
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Visual attention is the set of mechanisms by which relevant visual information is selected while irrelevant information is suppressed, thus allowing the observer to function in a world made up of nearly infinite visual information. Recently, those who habitually play video games have been documented to outperform novices in a variety of visual attentional capabilities, including attention in space, in time, and to objects. Training studies have established similar improvements in groups of nongamers given experience playing these video games. Critically, not all video games seem to have such a beneficial effect on attention; it seems that fast-paced, embodied visuo-motor tasks that require divided attention (tasks commonly found in popular action games like Halo) have the greatest effect. At the core of these action video game-induced improvements appears to be a remarkable enhancement in the ability to efficiently deploy endogenous attention. The implications of such an enhancement are relevant to a variety of real-world applications, such as work force training, rehabilitation of clinical populations, and improvement of traditional educational approaches. (C) 2010 John Wiley & Sons, Ltd. WIREs Cogn Sci 2011 2 222-230 DOI: 10.1002/wcs.116
引用
收藏
页码:222 / 230
页数:9
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