The effects of video game play on the characteristics of saccadic eye movements

被引:26
作者
Mack, David J. [1 ]
Ilg, Uwe J. [1 ]
机构
[1] Univ Tubingen, Werner Reichardt Ctr Integrat Neurosci, Dept Cognit Neurol, Hertie Inst Clin Brain Res,Oculomotor Lab, D-72076 Tubingen, Germany
关键词
Video game play; Saccade; Attention; Latency; Main sequence; Anti-saccades; ATTENTION; TASK; PERFORMANCE; PERCEPTION; VOLUNTARY; STIMULI; MEMORY;
D O I
10.1016/j.visres.2014.07.010
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
Video game play has become a common leisure activity all around the world. To reveal possible effects of playing video games, we measured saccades elicited by video game players (VGPs) and non-players (NVGPs) in two oculomotor tasks. First, our subjects performed a double-step task. Second, we asked our subjects to move their gaze opposite to the appearance of a visual target, i.e. to perform anti-saccades. As expected on the basis of previous studies, VGPs had significantly shorter saccadic reaction times (SRTs) than NVGPs for all saccade types. However, the error rates in the anti-saccade task did not reveal any significant differences. In fact, the error rates of VGPs were actually slightly lower compared to NVGPs (34% versus 40%, respectively). In addition, VGPs showed significantly higher saccadic peak velocities in every saccade type compared to NVGP. Our results suggest that faster SRTs in VGPs were associated with a more efficient motor drive for saccades. Taken together, our results are in excellent agreement with earlier reports of beneficial video game effects through the general reduction in SRTs. Our data clearly provides additional experimental evidence for an higher efficiency of the VGPs on the one hand and refutes the notion of a reduced impulse control in VGPs on the other. (C) 2014 Elsevier Ltd. All rights reserved.
引用
收藏
页码:26 / 32
页数:7
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