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

dc.catalogadorpva
dc.contributor.authorMoenne Vargas, Cristóbal Matías
dc.contributor.authorHernández, Alfredo
dc.contributor.authorLarraguibel, Camila
dc.contributor.authorLam, Gustavo
dc.contributor.authorLorca-Ponce, Enrique
dc.contributor.authorMontefusco-Siegmund, Rodrigo
dc.contributor.authorMaldonado, Pedro
dc.contributor.authorVergara, Rodrigo C.
dc.date.accessioned2024-10-17T20:47:55Z
dc.date.available2024-10-17T20:47:55Z
dc.date.issued2023
dc.description.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.
dc.fuente.origenWOS
dc.identifier.doi10.1111/ejn.15986
dc.identifier.eissn1460-9568
dc.identifier.issn0953-816X
dc.identifier.urihttps://doi.org/10.1111/ejn.15986
dc.identifier.urihttps://repositorio.uc.cl/handle/11534/88283
dc.identifier.wosidWOS:000975349000001
dc.information.autorucEscuela de Ingeniería; Moenne Vargas, Cristóbal Matías; 0000-0002-9524-2832; 140920
dc.issue.numero11
dc.language.isoen
dc.nota.accesocontenido parcial
dc.pagina.final1891
dc.pagina.inicio1870
dc.publisherWiley
dc.revistaEuropean Journal of Neuroscience
dc.rightsacceso restringido
dc.subjectImmersion
dc.subjectSensorimotor demand
dc.subjectVideo games
dc.subjectVisual attention
dc.subject.ddc620
dc.subject.deweyIngenieríaes_ES
dc.titleEffects of the self-perceived sensorimotor demand and immersion during video gaming on visual-attention skills
dc.typeartículo
dc.volumen57
sipa.codpersvinculados140920
sipa.trazabilidadWOS;2023-07-06
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