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The role of individual differences in attentional blink phenomenon and real-time-strategy game proficiency

Authors :
Paweł Dobrowolski
Natalia Rutkowska
Natalia Jakubowska
Maciej Skorko
Monika Myśliwiec
Aneta Brzezicka
Jakub Michalak
Source :
Heliyon, Vol 7, Iss 4, Pp e06724-(2021), Heliyon
Publication Year :
2020

Abstract

The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.<br />Attentional blink, Video games, Real-time strategy, Cognitive training, Individual differences, Event-related potentials (ERPs).

Details

ISSN :
24058440
Volume :
7
Issue :
4
Database :
OpenAIRE
Journal :
Heliyon
Accession number :
edsair.doi.dedup.....7236a7d0c1054088beedc84ec0bf8669