dc.contributor.author
Hamzeloo, Mohammad
dc.contributor.author
Kvasova, Daria
dc.contributor.author
Soto Faraco, Salvador
dc.date.issued
2024-06-25T06:04:38Z
dc.date.issued
2024-06-25T06:04:38Z
dc.identifier
Hamzeloo M, Kvasova D, Soto-Faraco S. Addressing the association between action video game playing experience and visual search in naturalistic multisensory scenes. Multisensory Research. 2024 Feb 13;37(2):89-124. DOI: 10.1163/22134808-bja10118
dc.identifier
http://hdl.handle.net/10230/60558
dc.identifier
http://dx.doi.org/10.1163/22134808-bja10118
dc.description.abstract
Includes supplementary materials for the online appendix.
dc.description.abstract
Prior studies investigating the effects of routine action video game play have demonstrated improve-ments in a variety of cognitive processes, including improvements in attentional tasks. However, there is little evidence indicating that the cognitive benefits of playing action video games generalize from simplified unisensory stimuli to multisensory scenes — a fundamental characteristic of natural, everyday life environments. The present study addressed if video game experience has an impact on crossmodal congruency effects when searching through such multisensory scenes. We compared the performance of action video game players (AVGPs) and non-video game players (NVGPs) on a visual search task for objects embedded in video clips of realistic scenes. We conducted two identical online experiments with gender-balanced samples, for a total of N = 130. Overall, the data replicated previous findings reporting search benefits when visual targets were accompanied by semantically congruent auditory events, compared to neutral or incongruent ones. However, according to the results, AVGPs did not consistently outperform NVGPs in the overall search task, nor did they use multisensory cues more efficiently than NVGPs. Exploratory analyses with self-reported gender as a variable revealed a potential difference in response strategy between experienced male and female AVGPs when dealing with crossmodal cues. These findings suggest that the generalization of the advantage of AVG experience to realistic, crossmodal situations should be made with caution and considering gender-related issues.
dc.description.abstract
Salvador Soto-Faraco has been funded by Ministerio de Ciencia e Innovación (Ref: PID2022-137277NB-I00 AEI/FEDER), and AGAUR Generalitat de Catalunya (2021 SGR 00911). This project has been co-funded for 50% by the European Regional Development Fund under the framework of the ERFD Operative Programme for Catalunya 2014-2020, with a grant of €1.527.637,88. This article was published with financial support from the University of Hildesheim Foundation.
dc.format
application/pdf
dc.format
application/pdf
dc.publisher
Brill Academic Publishers
dc.relation
Multisensory Research. 2024 Feb 13;37(2):89-124
dc.relation
http://dx.doi.org/10.6084/m9.figshare.25145081.v1
dc.relation
info:eu-repo/grantAgreement/ES/3PE/PID2022-137277NB-I00
dc.rights
This is an open access article distributed under the terms of the CC BY 4.0 license https://creativecommons.org/licenses/by/4.0/.
dc.rights
http://creativecommons.org/licenses/by/4.0/
dc.rights
info:eu-repo/semantics/openAccess
dc.subject
Action video game
dc.title
Addressing the association between action video game playing experience and visual search in naturalistic multisensory scenes
dc.type
info:eu-repo/semantics/article
dc.type
info:eu-repo/semantics/publishedVersion