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Effects of the self‐perceived sensorimotor demand and immersion during video gaming on visual‐attention skills

Playing specific genres of video games (e.g., action video games) has been linked to improvements in cognitive skills mostly related to attentional phenomena. Nonetheless, do video games have features or dimensions in common that impact cognitive improvements beyond the game genre? Here, we argue th...

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Published in:The European journal of neuroscience 2023-06, Vol.57 (11), p.1870-1891
Main Authors: Moënne‐Loccoz, Cristóbal, Hernández, Alfredo, Larraguibel, Camila, Lam, Gustavo, Lorca‐Ponce, Enrique, Montefusco‐Siegmund, Rodrigo, Maldonado, Pedro, Vergara, Rodrigo C.
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container_title The European journal of neuroscience
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creator Moënne‐Loccoz, Cristóbal
Hernández, Alfredo
Larraguibel, Camila
Lam, Gustavo
Lorca‐Ponce, Enrique
Montefusco‐Siegmund, Rodrigo
Maldonado, Pedro
Vergara, Rodrigo C.
description Playing specific genres of video games (e.g., action video games) has been linked to improvements in cognitive skills mostly related to attentional phenomena. Nonetheless, do video games have features or dimensions in common that impact cognitive improvements beyond the game genre? Here, we argue that the sensorimotor demand—the amount of demand for precise coordination between movement and perception—is a key element in the improvements associated with playing video games. We conducted a two‐part study to test this hypothesis: a self‐report online gaming instrument development and validation and an in‐lab behavioural and electrophysiological study. In the first study, data from 209 participants were used to devise the sensorimotor demand instrument (SMDI). The SMDI was split into three dimensions of video game playing: sensorimotor contingency, immersion and unfocused gaming. Criterion validity related to video gamers' characteristics supported that the SMDI is sensitive to the input device (e.g., keyboard or touchscreens), and the most recent experience gained during gaming sessions while not being sensitive to the game genre. In the second study, data from 20 participants who performed four visual‐attentional tasks previously reported in the literature showed that the SMDI's dimensions were associated with behavioural performance measures and the latency and amplitude of event‐related potentials (N1, P2 and P3). Despite the challenge of studying the video gamer population, our study remarks on the relevance of sensorimotor demands in the performance of attentional tasks and its potential use as a dimension to characterize the experience of playing video games beyond the game genre. We developed and validated a psychometric instrument—the sensorimotor demand instrument (SMDI)—to evaluate how the self‐reported sensorimotor demand (SMD) of playing video games, defined as the amount of demand for precise coordination between action and perception, impacted in the performance of visual‐attentional tasks previously reported in the video game literature. We showed that the SMDI presented evidence of the relationship between SMD and behavioural and electrophysiological markers.
doi_str_mv 10.1111/ejn.15986
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identifier ISSN: 0953-816X
ispartof The European journal of neuroscience, 2023-06, Vol.57 (11), p.1870-1891
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source Wiley-Blackwell Read & Publish Collection
subjects Attention
Attention - physiology
Cognition & reasoning
Cognitive ability
Computer & video games
Electrophysiological recording
Genre
Humans
Immersion
Latency
Motion detection
Movement
Population studies
sensorimotor demand
Sensorimotor system
video games
Video Games - psychology
visual attention
Visual perception
title Effects of the self‐perceived sensorimotor demand and immersion during video gaming on visual‐attention skills
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