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...
| Authors: | , , , |
|---|---|
| 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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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 |
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Inglés eng |
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Inglés |
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eng |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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openAccess |
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application/pdf |
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Springer Nature |
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Springer Nature |
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reponame:UPCommons. Portal del coneixement obert de la UPC instname:Universitat Politècnica de Catalunya (UPC) |
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Universitat Politècnica de Catalunya (UPC) |
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