Do action video game players search faster than non-players?

Studies have shown that action video game players have enhanced visual abilities in various domains, such as multiple object tracking, size of the useful field of view, and visual search speed and accuracy. These improvements have been attributed to either a general advantage in “learning to learn” abilities, or domain-specific enhancement(s) in the “common demands” between specific games and experimental tasks. To investigate these two theories, we conducted six experiments examining whether and how players and non-players differ in various aspects of visual search. First, we used a staircase to determine the minimal display duration (Experiment1a) and target-distractor color difference (Experiment1b) required for participants to successfully identify a target in a color search task. Next, we assessed participants’ search speed and the cost of switching target and distractor identities when there is one (Experiment2a) or multiple distractor types (Experiment2b). Finally, we measured search speed in harder T/L search (Experiment3a) and game-style figure search (Experiment3b). This study is the first to use both a staircase procedure and standard response time measures to discern differences between players and non-players in visual search. The results suggest that players search faster than non-players only in Experiment2, where performance degraded with increased distractor variability for non-players but not for players. Players also exhibited a smaller cost to switching the target and distractor identities. These findings imply that while there might be no overall enhancement in players’ search abilities, they might benefit from holding variable distractor templates and switching their search target, potentially due to gaming experience which often necessitates memorizing and switching among multiple objects to monitor/avoid (as in first-person shooting games). These results support the “common demands” theory. In addition, our collected data on the specific games participants play allow for a more systematic evaluation of which games might enhance which search-related abilities.

Authors

Institutions

Publication Details

Journal
Journal of Vision
Published
2024-09-15
DOI
https://doi.org/10.1167/jov.24.10.129
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Do action video game players search faster than non-players?

Alejandro Lleras, Zoe Xu, Josef Spjut, Simona Buetti et al.
Journal of Vision
Artificial Intelligence in Games
article

Do action video game players search faster than non-players?

Alejandro Lleras, Zoe Xu, Josef Spjut, Simona Buetti, Ruth Rosenholtz, Ben Boudaoud
article en

Abstract

Studies have shown that action video game players have enhanced visual abilities in various domains, such as multiple object tracking, size of the useful field of view, and visual search speed and accuracy. These improvements have been attributed to either a general advantage in “learning to learn” abilities, or domain-specific enhancement(s) in the “common demands” between specific games and experimental tasks. To investigate these two theories, we conducted six experiments examining whether and how players and non-players differ in various aspects of visual search. First, we used a staircase to determine the minimal display duration (Experiment1a) and target-distractor color difference (Experiment1b) required for participants to successfully identify a target in a color search task. Next, we assessed participants’ search speed and the cost of switching target and distractor identities when there is one (Experiment2a) or multiple distractor types (Experiment2b). Finally, we measured search speed in harder T/L search (Experiment3a) and game-style figure search (Experiment3b). This study is the first to use both a staircase procedure and standard response time measures to discern differences between players and non-players in visual search. The results suggest that players search faster than non-players only in Experiment2, where performance degraded with increased distractor variability for non-players but not for players. Players also exhibited a smaller cost to switching the target and distractor identities. These findings imply that while there might be no overall enhancement in players’ search abilities, they might benefit from holding variable distractor templates and switching their search target, potentially due to gaming experience which often necessitates memorizing and switching among multiple objects to monitor/avoid (as in first-person shooting games). These results support the “common demands” theory. In addition, our collected data on the specific games participants play allow for a more systematic evaluation of which games might enhance which search-related abilities.

Journal of VisionVol. 24(10)
University of Illinois Urbana-Champaign (US)
Openalex Percentile: Top 86%
Artificial Intelligence in Games
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.