Global visual attention SPAN in different video game genres

Video games, specifcally action video games, have been demonstrated to be a useful tool in improving certain visual aspects in the general population. Visual attention span, the ability to simultaneously process multiple distinct visual elements during a single fxation, has been shown to improve amo...

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Authors: Argilés Sans, Marc|||0000-0001-5474-9832, González Fortuny, Xavier, Fonts González, Elisabet|||0000-0002-9412-181X, Sunyer Grau, Bernat|||0000-0002-5261-0797
Format: article
Publication Date:2023
Country:España
Institution:Universitat Politècnica de Catalunya (UPC)
Repository:UPCommons. Portal del coneixement obert de la UPC
Language:English
OAI Identifier:oai:upcommons.upc.edu:2117/397753
Online Access:https://hdl.handle.net/2117/397753
https://dx.doi.org/10.1038/s41598-023-49434-1
Access Level:Open access
Keyword:Video games
Visual acuity
Videojocs
Agudesa visual
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs
Àrees temàtiques de la UPC::Ciències de la visió
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spelling Global visual attention SPAN in different video game genresArgilés Sans, Marc|||0000-0001-5474-9832González Fortuny, XavierFonts González, Elisabet|||0000-0002-9412-181XSunyer Grau, Bernat|||0000-0002-5261-0797Video gamesVisual acuityVideojocsAgudesa visualÀrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocsÀrees temàtiques de la UPC::Ciències de la visióVideo games, specifcally action video games, have been demonstrated to be a useful tool in improving certain visual aspects in the general population. Visual attention span, the ability to simultaneously process multiple distinct visual elements during a single fxation, has been shown to improve among action video game players. The goal of this study was to verify that visual attention span is better not only in action video games, but also in other video game genres such as sports simulators or role-playing games. A total of 41 participants, aged 18 to 40 years old, were asked about the type of video games they were playing, name and genre, and the frequency of play. Visual attention span was assessed in all participants. Participants were divided into 4 groups according to the genre of video game they played. The total percentage of letter identifcation in the visual attention span was not signifcantly diferent between groups. A signifcant diference was found in the sixth position letter, and the right hemifeld performance between groups, especially in sports simulators and action video game participants who showed a better performance. The action video game group showed a signifcant correlation between visual attention span performance and weekly hours played. Playing regularly diferent genres other than action video games can contribute to raise visual attention resources.Peer ReviewedSpringer Nature20232023-12-1120232023-12-11journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/2117/397753https://dx.doi.org/10.1038/s41598-023-49434-1reponame:UPCommons. Portal del coneixement obert de la UPCinstname:Universitat Politècnica de Catalunya (UPC)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:upcommons.upc.edu:2117/3977532026-05-27T15:37:01Z
dc.title.none.fl_str_mv Global visual attention SPAN in different video game genres
title Global visual attention SPAN in different video game genres
spellingShingle Global visual attention SPAN in different video game genres
Argilés Sans, Marc|||0000-0001-5474-9832
Video games
Visual acuity
Videojocs
Agudesa visual
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs
Àrees temàtiques de la UPC::Ciències de la visió
title_short Global visual attention SPAN in different video game genres
title_full Global visual attention SPAN in different video game genres
title_fullStr Global visual attention SPAN in different video game genres
title_full_unstemmed Global visual attention SPAN in different video game genres
title_sort Global visual attention SPAN in different video game genres
dc.creator.none.fl_str_mv Argilés Sans, Marc|||0000-0001-5474-9832
González Fortuny, Xavier
Fonts González, Elisabet|||0000-0002-9412-181X
Sunyer Grau, Bernat|||0000-0002-5261-0797
author Argilés Sans, Marc|||0000-0001-5474-9832
author_facet Argilés Sans, Marc|||0000-0001-5474-9832
González Fortuny, Xavier
Fonts González, Elisabet|||0000-0002-9412-181X
Sunyer Grau, Bernat|||0000-0002-5261-0797
author_role author
author2 González Fortuny, Xavier
Fonts González, Elisabet|||0000-0002-9412-181X
Sunyer Grau, Bernat|||0000-0002-5261-0797
author2_role author
author
author
dc.subject.none.fl_str_mv Video games
Visual acuity
Videojocs
Agudesa visual
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs
Àrees temàtiques de la UPC::Ciències de la visió
topic Video games
Visual acuity
Videojocs
Agudesa visual
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs
Àrees temàtiques de la UPC::Ciències de la visió
description Video games, specifcally action video games, have been demonstrated to be a useful tool in improving certain visual aspects in the general population. Visual attention span, the ability to simultaneously process multiple distinct visual elements during a single fxation, has been shown to improve among action video game players. The goal of this study was to verify that visual attention span is better not only in action video games, but also in other video game genres such as sports simulators or role-playing games. A total of 41 participants, aged 18 to 40 years old, were asked about the type of video games they were playing, name and genre, and the frequency of play. Visual attention span was assessed in all participants. Participants were divided into 4 groups according to the genre of video game they played. The total percentage of letter identifcation in the visual attention span was not signifcantly diferent between groups. A signifcant diference was found in the sixth position letter, and the right hemifeld performance between groups, especially in sports simulators and action video game participants who showed a better performance. The action video game group showed a signifcant correlation between visual attention span performance and weekly hours played. Playing regularly diferent genres other than action video games can contribute to raise visual attention resources.
publishDate 2023
dc.date.none.fl_str_mv 2023
2023-12-11
2023
2023-12-11
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
VoR
http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/2117/397753
https://dx.doi.org/10.1038/s41598-023-49434-1
url https://hdl.handle.net/2117/397753
https://dx.doi.org/10.1038/s41598-023-49434-1
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer Nature
publisher.none.fl_str_mv Springer Nature
dc.source.none.fl_str_mv reponame:UPCommons. Portal del coneixement obert de la UPC
instname:Universitat Politècnica de Catalunya (UPC)
instname_str Universitat Politècnica de Catalunya (UPC)
reponame_str UPCommons. Portal del coneixement obert de la UPC
collection UPCommons. Portal del coneixement obert de la UPC
repository.name.fl_str_mv
repository.mail.fl_str_mv
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