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

Author:

Moënne‐Loccoz Cristóbal12,Hernández Alfredo3,Larraguibel Camila3,Lam Gustavo3,Lorca‐Ponce Enrique4,Montefusco‐Siegmund Rodrigo56,Maldonado Pedro372,Vergara Rodrigo C.892

Affiliation:

1. Departamento de Ciencias de la Salud, Facultad de Medicina Pontificia Universidad Católica de Chile Santiago Chile

2. Centro Nacional de Inteligencia Artificial (CENIA) Chile

3. Departamento de Neurociencias, Facultad de Medicina Universidad de Chile Santiago Chile

4. Escuela de Enfermería, Facultad de Medicina Universidad Finis Terrae Santiago Chile

5. Human Cognitive Neurophysiology and Behavior Laboratory, Instituto de Aparato Locomotor y Rehabilitación, Facultad de Medicina Universidad Austral de Chile Valdivia Chile

6. Centro Interdisciplinario de estudios del Sistema Nervioso (CISNe) Universidad Austral de Chile Valdivia Chile

7. Biomedical Neuroscience Institute, Facultad de Medicina Universidad de Chile Santiago Chile

8. Núcleo de Bienestar y Desarrollo Humano (NUBIDEH), Centro de Investigación en Educación (CIE‐UMCE) Universidad Metropolitana de Ciencias de la Educación Santiago Chile

9. Departamento de Kinesiología, Facultad de Artes y Educación Física Universidad Metropolitana de Ciencias de la Educación (UMCE) Santiago Chile

Abstract

AbstractPlaying 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.

Publisher

Wiley

Subject

General Neuroscience

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