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Spatial Contextual Cueing, Assessed in a Computerized Task, Is Not a Limiting Factor for Expert Performance in the Domain of Team Sports or Action Video Game Playing
In two reaction time experiments, we investigated if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-spe...
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Published in: | Journal of cognitive enhancement 2019-09, Vol.3 (3), p.281-292 |
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container_title | Journal of cognitive enhancement |
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creator | Schmidt, Anne Geringswald, Franziska Pollmann, Stefan |
description | In two reaction time experiments, we investigated if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-specific pseudo 3-D contextual cueing task and the original contextual cueing paradigm (Chun and Jiang
36
, 28-71,
1998
). In this visual search paradigm, a target element has to be searched in a distractor-filled display. A typical block of trials consisted of one half of displays that were repeatedly presented in subsequent blocks, while the other half of displays was always randomly generated. In numerous studies with this paradigm, it has been found that search becomes more efficient in repeated displays, even though participants are often unaware of these repetitions (Chun
4
, 170-178,
2000
). Contextual cueing was present in all groups. Thus, all groups showed incidental learning of repeated displays. Contrary to our hypothesis, handball and action video game players did not differ in the strength of contextual cueing from the control group, although these groups had overall faster search times in the sport-specific displays of experiment 1. To conclude, our data yield no evidence for superior context-learning skills in athletes or action video game players. |
doi_str_mv | 10.1007/s41465-018-0096-x |
format | article |
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36
, 28-71,
1998
). In this visual search paradigm, a target element has to be searched in a distractor-filled display. A typical block of trials consisted of one half of displays that were repeatedly presented in subsequent blocks, while the other half of displays was always randomly generated. In numerous studies with this paradigm, it has been found that search becomes more efficient in repeated displays, even though participants are often unaware of these repetitions (Chun
4
, 170-178,
2000
). Contextual cueing was present in all groups. Thus, all groups showed incidental learning of repeated displays. Contrary to our hypothesis, handball and action video game players did not differ in the strength of contextual cueing from the control group, although these groups had overall faster search times in the sport-specific displays of experiment 1. To conclude, our data yield no evidence for superior context-learning skills in athletes or action video game players.</description><identifier>ISSN: 2509-3290</identifier><identifier>EISSN: 2509-3304</identifier><identifier>DOI: 10.1007/s41465-018-0096-x</identifier><language>eng</language><publisher>Cham: Springer International Publishing</publisher><subject>Behavioral Science and Psychology ; Cognitive Psychology ; Emotion ; Neuropsychology ; Neurosciences ; Original Research ; Pharmaceutical Sciences/Technology ; Psychology</subject><ispartof>Journal of cognitive enhancement, 2019-09, Vol.3 (3), p.281-292</ispartof><rights>Springer Nature Switzerland AG 2018</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c419t-444cdd902b1268ee88175301b3e058a4b76ae8e761ffb0866ca1df7c5f871093</citedby><cites>FETCH-LOGICAL-c419t-444cdd902b1268ee88175301b3e058a4b76ae8e761ffb0866ca1df7c5f871093</cites><orcidid>0000-0002-4486-1166</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Schmidt, Anne</creatorcontrib><creatorcontrib>Geringswald, Franziska</creatorcontrib><creatorcontrib>Pollmann, Stefan</creatorcontrib><title>Spatial Contextual Cueing, Assessed in a Computerized Task, Is Not a Limiting Factor for Expert Performance in the Domain of Team Sports or Action Video Game Playing</title><title>Journal of cognitive enhancement</title><addtitle>J Cogn Enhanc</addtitle><description>In two reaction time experiments, we investigated if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-specific pseudo 3-D contextual cueing task and the original contextual cueing paradigm (Chun and Jiang
36
, 28-71,
1998
). In this visual search paradigm, a target element has to be searched in a distractor-filled display. A typical block of trials consisted of one half of displays that were repeatedly presented in subsequent blocks, while the other half of displays was always randomly generated. In numerous studies with this paradigm, it has been found that search becomes more efficient in repeated displays, even though participants are often unaware of these repetitions (Chun
4
, 170-178,
2000
). Contextual cueing was present in all groups. Thus, all groups showed incidental learning of repeated displays. Contrary to our hypothesis, handball and action video game players did not differ in the strength of contextual cueing from the control group, although these groups had overall faster search times in the sport-specific displays of experiment 1. To conclude, our data yield no evidence for superior context-learning skills in athletes or action video game players.</description><subject>Behavioral Science and Psychology</subject><subject>Cognitive Psychology</subject><subject>Emotion</subject><subject>Neuropsychology</subject><subject>Neurosciences</subject><subject>Original Research</subject><subject>Pharmaceutical Sciences/Technology</subject><subject>Psychology</subject><issn>2509-3290</issn><issn>2509-3304</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><recordid>eNp9kN9KwzAUxoMoOHQP4F0eYNWTNv13OeY2B0MHK96WtD2dmWtTkhQ638f3NGV6K-SQ75yc30f4CHlg8MgA4ifDGY9CD1jiAaSRN1yRiR9C6gUB8Os_7adwS6bGHAGApSzikE7I974TVooTXajW4mD7UfYo28OMzo1BdyoqWyrcQtP1FrX8cpNMmM8Z3Rj6qqx728pGWsfQlSit0rR2tRw61JbuULuuEW2Jo4_9QPqsGuGkqmmGoqH7TmlrqEPmpZWqpe-yQkXXokG6O4mz870nN7U4GZz-3nckWy2zxYu3fVtvFvOtV3KWWo9zXlZVCn7B_ChBTBIWhwGwIkAIE8GLOBKYYByxui4giaJSsKqOy7BOYgZpcEfYxbbUyhiNdd5p2Qh9zhnkY9L5JencJZ2PSeeDY_wLY9xue0CdH1WvW_fLf6AfNx6CwQ</recordid><startdate>20190901</startdate><enddate>20190901</enddate><creator>Schmidt, Anne</creator><creator>Geringswald, Franziska</creator><creator>Pollmann, Stefan</creator><general>Springer International Publishing</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-4486-1166</orcidid></search><sort><creationdate>20190901</creationdate><title>Spatial Contextual Cueing, Assessed in a Computerized Task, Is Not a Limiting Factor for Expert Performance in the Domain of Team Sports or Action Video Game Playing</title><author>Schmidt, Anne ; Geringswald, Franziska ; Pollmann, Stefan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c419t-444cdd902b1268ee88175301b3e058a4b76ae8e761ffb0866ca1df7c5f871093</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Behavioral Science and Psychology</topic><topic>Cognitive Psychology</topic><topic>Emotion</topic><topic>Neuropsychology</topic><topic>Neurosciences</topic><topic>Original Research</topic><topic>Pharmaceutical Sciences/Technology</topic><topic>Psychology</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Schmidt, Anne</creatorcontrib><creatorcontrib>Geringswald, Franziska</creatorcontrib><creatorcontrib>Pollmann, Stefan</creatorcontrib><collection>CrossRef</collection><jtitle>Journal of cognitive enhancement</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Schmidt, Anne</au><au>Geringswald, Franziska</au><au>Pollmann, Stefan</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Spatial Contextual Cueing, Assessed in a Computerized Task, Is Not a Limiting Factor for Expert Performance in the Domain of Team Sports or Action Video Game Playing</atitle><jtitle>Journal of cognitive enhancement</jtitle><stitle>J Cogn Enhanc</stitle><date>2019-09-01</date><risdate>2019</risdate><volume>3</volume><issue>3</issue><spage>281</spage><epage>292</epage><pages>281-292</pages><issn>2509-3290</issn><eissn>2509-3304</eissn><abstract>In two reaction time experiments, we investigated if handball and action video game players show improved implicit learning of repeated spatial configurations for efficient search guidance in comparison to a control group without sport or video game proficiency. To this end, we used both a sport-specific pseudo 3-D contextual cueing task and the original contextual cueing paradigm (Chun and Jiang
36
, 28-71,
1998
). In this visual search paradigm, a target element has to be searched in a distractor-filled display. A typical block of trials consisted of one half of displays that were repeatedly presented in subsequent blocks, while the other half of displays was always randomly generated. In numerous studies with this paradigm, it has been found that search becomes more efficient in repeated displays, even though participants are often unaware of these repetitions (Chun
4
, 170-178,
2000
). Contextual cueing was present in all groups. Thus, all groups showed incidental learning of repeated displays. Contrary to our hypothesis, handball and action video game players did not differ in the strength of contextual cueing from the control group, although these groups had overall faster search times in the sport-specific displays of experiment 1. To conclude, our data yield no evidence for superior context-learning skills in athletes or action video game players.</abstract><cop>Cham</cop><pub>Springer International Publishing</pub><doi>10.1007/s41465-018-0096-x</doi><tpages>12</tpages><orcidid>https://orcid.org/0000-0002-4486-1166</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Behavioral Science and Psychology Cognitive Psychology Emotion Neuropsychology Neurosciences Original Research Pharmaceutical Sciences/Technology Psychology |
title | Spatial Contextual Cueing, Assessed in a Computerized Task, Is Not a Limiting Factor for Expert Performance in the Domain of Team Sports or Action Video Game Playing |
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