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Gaming to see: action video gaming is associated with enhanced processing of masked stimuli

Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-112681
  • Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influenceRecent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.zeige mehrzeige weniger

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Metadaten
Autor(en): Carsten Pohl, Wilfried Kunde, Thomas Ganz, Annette Conzelmann, Paul Pauli, Andrea Kiesel
URN:urn:nbn:de:bvb:20-opus-112681
Dokumentart:Artikel / Aufsatz in einer Zeitschrift
Institute der Universität:Medizinische Fakultät / Krankenhaus für Psychiatrie, Psychotherapie und Neurologie des Bezirks Unterfranken
Fakultät für Humanwissenschaften (Philos., Psycho., Erziehungs- u. Gesell.-Wissensch.) / Institut für Psychologie
Sprache der Veröffentlichung:Englisch
Erscheinungsjahr:2014
Originalveröffentlichung / Quelle:Frontiers in Psychology 5:70 (2014). doi:10.3389/fpsyg.2014.00070
DOI:https://doi.org/10.3389/fpsyg.2014.00070
Allgemeine fachliche Zuordnung (DDC-Klassifikation):1 Philosophie und Psychologie / 15 Psychologie / 150 Psychologie
Freie Schlagwort(e):action videogaming; expertise; masked priming; prime visibility; unconscious processing; video gaming masked stimuli
Datum der Freischaltung:11.05.2015
Sammlungen:Open-Access-Publikationsfonds / Förderzeitraum 2014
Lizenz (Deutsch):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung