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Action Video Game Modifies Visual Selective Attention

letters to nature
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Action video game modifies visual
selective attention
C. Shawn Green & Daphne Bavelier
Department of Brain and Cognitive Sciences, Center for Visual Science, University
of Rochester, Rochester, New York 14627, USA
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As video-game playing has become a ubiquitous activity in
today’s society, it is worth considering its potential consequences
on perceptual and motor skills. It is well known that exposing an
organism to an altered visual environment often results in
modification of the visual system of the organism. The field of
perceptual learning provides many examples of training-induced
increases in performance. But perceptual learning, when it
occurs, tends to be specific to the trained task; that is, generali-
zation to new tasks is rarely found1–10. Here we show, by contrast,
that action-video-game playing is capable of altering a range of
visual skills. Four experiments establish changes in different
aspects of visual attention in habitual video-game players as
compared with non-video-game players. In a fifth experiment,
non-players trained on an action video game show marked
improvement from their pre-training abilities, thereby establish-
ing the role of playing in this effect.
We first used the flanker compatibility effect, a standard exper-
imental paradigm in attentional studies, to determine whether
video-game playing produces an overall increase in attentional
capacity11. This task measures the effect of a to-be-ignored dis-
tractor on a target task. The size of this distractor effect has been
proposed to provide an index of ‘left-over’ attentional resources. In
Figure 1 Measure of attentional resources. a, Flanker compatibility task. Participants
particular, it has been reported12 that the distractor effect is large
were asked to decide whether a square or a diamond appeared within one of the six rings
when the target task is easy, but small when the target task is made
(target task), while ignoring a distractor shape presented outside the rings. The distractor
difficult by increasing the number of filler shapes in the ring (Fig.
shape could be either compatible (the same as the target shape) or incompatible (the
1a). The currently accepted basis for this finding is that when the
alternative target shape). Of interest was the difference in target processing speed
target task is easy, spare attentional resources ‘spill over’ to the
between compatible and incompatible trials. This difference, also called the ‘compatibility
distractor, processing it to some extent and thereby influencing
effect’, measures the attentional resources available to the participant. By inserting no,
target processing. As the target task becomes more difficult, fewer
one, three or five extra shapes into the rings, the difficulty of the target task was
attentional resources remain to process the extraneous distractor.
manipulated to test the possibility that VGPs show compatibility effects at task difficulties
Irrelevant processing is only truly prevented once the target task
for which attentional resources are usually exhausted in NVGPs. b, Flanker compatibility
becomes so difficult that all available resources are devoted to the
effect. As previously reported12, the compatibility effect (and spare attentional resources)
target task, leaving none to the distractor.
decreased with task difficulty in NVGPs (task difficulty £ compatibility, P , 0.001). In
This task therefore affords an opportunity to test the hypothesis
VGPs, by contrast, the compatibility effect remained as the target task was made more
that video-game playing increases the capacity of the visual atten-
difficult (population £ task difficulty £ compatibility, P , 0.003). As a result, VGPs
tional system. If video-game players (VGPs) do indeed have a
showed a significantly greater compatibility effect than NVGPs when the target task was
greater attentional capacity, they should exhaust their visual atten-
difficult, indicating greater attentional resources in VGPs (**P , 0.01). Error bars denote
tion resources more slowly than non-video-game players (NVGPs)
s.e.m.
as the target task becomes more difficult. As predicted by the
hypothesis of a greater capacity in their population, VGPs showed
video-game playing enhances the number of visual items that
an overall distractor effect that remained even when the target task
can be unerringly apprehended.
was difficult (Fig. 1b). Thus, at difficulty levels where NVGPs have
These two experiments indicated that video-game playing
long depleted their attentional resources, VGPs possess sufficient
enhances attentional capacity in an area well within the ‘training’
resources to perform the target task, with resources still remaining
(video-game playing) zone (0–58 from fixation); however, it was
to spill over to the distractors. These results indicate that VGPs
unclear whether video-game playing also facilitates processing
possess enhanced attentional capacity.
outside the training range. To test this possibility, we compared
We confirmed this increase in capacity more directly through
the distribution of visual attention in VGPs and NVGPs at three
the use of an enumeration task. When asked to report how many
locations, one well within the training range (108), one at its
squares are presented in a briefly flashed display, normal subject
boundary (208) and one well outside the training range (308; all
performance seems to be best captured by two distinct processes:
VGPs reported playing in a field that extends no more than 188 from
an ‘automatic’ operation for small numbers of targets in which
fixation). We adapted the ‘useful field of view’ task (refs 17–19 and
performance is rapid, accurate and independent of number
Fig. 3a), which measures participants’ ability to locate a target
(subitizing); and a slower, serial counting process for larger
amongst distractors. This measure does not correlate well with
numbers of items13. The number of items that can be subitized
standard tests of visual acuity but rather provides a measure of
gives an estimate of the number of items that can be attended at
attentional resources and their spatial distribution17. VGPs far
once14–16. VGPs could subitize more items than NVGPs (4.9
outperformed NVGPs at all eccentricities (Fig. 3b), distractor levels
versus 3.3 items; population effect, P , 0.01; Fig. 2). Thus,
and distractor–eccentricity pairs. These results indicate an
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the ability to process items over time, particularly the ability to
avoid ‘bottlenecks’ of attention that often occur in temporal
processing. The experimental paradigm that we used to test the
temporal aspects of visual attention is the attentional blink task (refs
20–22 and Fig. 4a). Attentional blink refers to the phenomena
wherein subjects have difficulties reporting a second target when it
appears a few hundreds of milliseconds after the onset of a first
target. In our case, we used a variant of the attentional blink, in
which participants were asked to identify a first target and then
detect a second target. This task includes two distinct attentional
bottlenecks. First is the attentional blink per se, which is the
difficulty of processing a second target that comes 200–500 ms
after the onset of the first one. Second is the cost of switching
tasks between the first and second target (from identification to
detection); unlike the attentional blink per se, this effect is most
Figure 2 Enumeration performance. When asked to report the number of squares briefly
pronounced when the two targets are temporally adjacent and then
flashed, VGPs were able to apprehend more items at once than were NVGPs (4.9 versus
decreases slowly as the time between the two targets increases. This
3.3). Overall, VGPs were significantly more accurate than NVGPs (78% versus 65%,
attentional bottleneck is not specific to vision but rather appears
P , 0.003) and, as expected, this difference only emerged for numbers above the
amodal21,23,24. Thus, by using an identification/detection attentional
subitizing range of NVGPs. Error bars denote s.e.m. (*P , 0.05, **P , 0.01).
blink task, we could test whether the enhanced capacities after
video-game training not only applied to a purely visual bottleneck
enhanced allocation of spatial attention over the visual field, even at
but also generalized to an amodal one.
untrained locations, in VGPs.
The three experiments described so far indicated that video-game
playing enhances the capacity of visual attention and its spatial
distribution. We next examined the temporal characteristics of
visual attention and asked whether the pressure to act rapidly on
several visual items, which is inherent to most action games, alters
Figure 4 Measure of attention over time. a, Attentional blink task. Black letters were
rapidly presented at fixation in a standard rapid, serial, visual presentation manner. At a

random time in the stream, a white letter was presented (first target). After this first target,
an ‘X’ (second target) was presented among the following letters 50% of the time. After
Figure 3 Measure of attention over space. a, Sequence of displays in the useful field of
the trial, the subject gave the identity of the first target and then indicated whether the ‘X’
view task. Participants indicated the spoke on which the small target (triangle within circle)
was presented. Of interest is the performance of subjects on the ‘X’ detection task, given
appeared. By presenting the target at different eccentricities, this task affords an
that they have correctly identified the white letter. b, Attentional blink performance. At
opportunity to test the spatial distribution of visual attention. b, Localization accuracy.
early lags, VGPs performed better (less blink) than NVGPs; as lag increased, the effect of
VGPs showed large enhancements in localization ability at all eccentricities. The
the attentional bottlenecks decreased and, as expected, the two populations became
superiority of VGPs at 308 indicates that the enhancement of spatial attention observed in
comparable (lag by population P , 0.02). Error bars denote s.e.m. Points without error
this population is not limited to trained locations. Error bars denote s.e.m. (**P , 0.01).
bars indicate that the s.e.m. was smaller than the size of the square (**P , 0.01).
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letters to nature
VGPs outperformed NVGPs on second-target correct detections
the VGP population) for 1 h per day for 10 consecutive days. A
from lag 1 to lag 5, indicating less attentional blink (Fig. 4b). The
control group was trained, over the same time span, on the game
finding of a population difference as early as lag 1 indicates that
Tetris. This game contains a challenging visuo-motor component
video-game training enhances task-switching abilities as well as
but, whereas action games require that attention is distributed
decreasing the attentional blink. Thus, both the visual and amodal
and/or switched around the field, Tetris demands focus on one
bottlenecks identified during temporal processing of visual infor-
object at a time. Tetris, therefore, would not be expected to change
mation are reduced in VGPs. Clearly, these individuals have an
the aspects of visual attention described above and thus affords an
increased ability to process information over time; however,
excellent control for monitoring improvement due to enhanced
whether this is due to faster target processing, such as faster
visuo-manual expertise and test–retest improvements.
selection and stabilization of information in memory, or to an
Before and after training we tested each group on the enumera-
increased ability to maintain several attentional windows in parallel,
tion, useful-field-of-view and attentional-blink experiments. The
cannot be determined from our current data.
training was successful as all participants improved their scores on
We also carried out a training experiment to alleviate concerns
the video game on which they were trained. Notably, action-game
over the source of the VGP and NVGP population differences. By
training led to greater performance improvement than did the
selecting VGPs, we may have selected individuals with inherently
control game on all three experimental tasks. Enumeration
better attentional skills than NVGPs. The consequence of this
increased by 1.7 items in individuals trained on action games,
potential split would be that VGPs, with their greater natural ability,
whereas the control group showed no improvement (population
did well at video games and so played often, whereas NVGPs, whose
by improvement, P , 0.05). Training on action video games
inherent abilities limited their success, avoided playing games as a
enhanced the useful field of view and lead to faster recovery from
result. Another possible confound was that, because of relatively
the attentional blink (Fig. 5). In addition, we found that the
superior visuo-motor coordination, VGPs were better able to per-
improvement in these attentional measures was marginally corre-
form the motor aspect of the tasks and thus had more spare
lated with improvement in video-game playing (adjusted r 2 ¼ 0.43,
resources to devote to the visually demanding part of the tasks.
P ¼ 0.13; see Supplementary Information). Thus, 10 days of train-
To rule out these potential confounds, a group of NVGPs under-
ing on an action game is sufficient to increase the capacity of visual
went action-video-game training, in which they were asked to play
attention, its spatial distribution and its temporal resolution.
Medal of Honor (a game similar to those reported being played by
By forcing players to simultaneously juggle a number of
varied tasks (detect new enemies, track existing enemies and
avoid getting hurt, among others), action-video-game playing
pushes the limits of three rather different aspects of visual
attention. It leads to detectable effects on new tasks and at
untrained locations after only 10 days of training. Therefore,
although video-game playing may seem to be rather mindless,
it is capable of radically altering visual attentional processing.
There are several ways by which video-game training could
lead to such enhancements. Changes in known attentional
bottlenecks is certainly a possibility; however, speeded percep-
tual processes and/or better management of several tasks at the
central executive level are also likely to contribute. It will be
for future studies of the effect of video-game practice to
determine the relative contribution of these different factors
to skill learning.
A
Methods
Participants
Subjects were aged between 18 and 23 years. The VGPs had played action video games on at
least 4 days per week for a minimum of 1 h per day for the previous 6 months. The games
included Grand Theft Auto3, Half-Life, Counter-Strike, Crazy Taxi, Team Fortress Classic,
007, Spider-Man, Halo, Marvel vs Capcom, Roguespeare and Super Mario Cart. The NVGPs
had little, and preferably no, video-game usage in the past 6 months. Experiments 1–4
included only males; in experiment 5, both male and female NVGPs underwent training.
Apparatus, stimuli and procedure
For experiment 1—flanker compatibility (Fig. 1)—the apparatus, stimulus, procedure and
data analysis have been described25.
For experiment 2—enumeration (Fig. 2)—the stimuli consisted of a random number
(between 1 and 12) of white squares (each subtending 0.58 £ 0.58) presented for 50 ms
within an invisible 58 £ 58 square centred on the screen. Subjects were asked to type the
number of squares that they believed were presented; no feedback was provided. We scored
the percentage of trials in which participants correctly reported the number of squares
presented. Only data from trials with 1–10 squares are presented, as trials with 11 and 12
squares were excessively difficult for all populations. To estimate the point at which
subjects switched from subitizing to counting, we modelled the data of each subject with a
bilinear curve. The first line was set to have an intercept of (0,0) and was expected to have a
rather shallow slope (subitizing range); the second line was expected to have a steeper slope
(counting). The best bilinear fit was found by minimizing the least-square error. The point
Figure 5 Performance before and after training. a, Training: useful field of view. At each
at which the two lines met was then computed and considered to be the point where
eccentricity, the group trained on an action video game improved significantly more from
subitizing switches to counting.
For experiment 3—useful field of view (Fig. 3)—the stimuli and procedure were similar
their pre-test scores than did the control group trained on a non-action video game
to those used previously17, except that the stimulus size and presentation time were both
(**P , 0.01). b, Training: attentional blink. The group trained on an action video game
decreased to account for the increased ability of comparatively younger subjects (target
recovered faster from the attentional blink than did the control group trained on a non-
stimulus was a filled triangle within a 38 £ 38 circle outline; distracting squares subtended
action video game (*P , 0.05, **P , 0.01).
48 £ 48, no central task). Separate timings were used to ensure equal difficulty at each
536
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letters to nature
eccentricity: 6 ms for targets presented at 108; and 12 ms for targets present at either 208 or
search: the visual attentional blink and an amodal task-switch deficit. J. Exp. Psychol. Human Percept.
308.
Perform. 24, 979–992 (1998).
For experiment 4—attentional blink (Fig. 4)—the stimuli and procedure described
25. Proksch, J. & Bavelier, D. Changes in the spatial distribution of visual attention after early deafness.
previously20 were used except that eight lags instead of nine, and eight trials per condition
J. Cogn. Neurosci. 14, 1–5 (2002).
instead of ten, were used. VGPs had almost significantly higher-second-target detection
accuracy in the control condition (detecting the X in the absence of a first target, 95.6% to
Supplementary Information accompanies the paper on www.nature.com/nature.
87.9%, P ¼ 0.061). Conservatively, all analyses were done on the difference between the
variable of interest and the baseline detection condition to eliminate different baseline
Acknowledgements We thank T. Monacelli, D. McColgin, J. Cohen and K. Schneider for help
abilities as a potential confound in interpreting the depth of the attentional blink between
with subjects and software support; and R. Aslin, A. Pouget and D. Knill for feedback on the
populations.
manuscript. This research was supported by the NIH and the James S. McDonnell-Pew
For experiment 5—training (Fig. 5)—all subjects were tested on the useful-field-of-
Foundation.
view, attentional-blink and enumeration tasks (in this order) before training; they then
underwent training for 1 h per day for 10 days with one of two possible kinds of video
game. After training they were retested on the same three tasks (in the same order). The
Competing interests statement The authors declare that they have no competing financial
experimental group trained on Medal of Honor: Allied Assault (Electronic Arts, 2002). This
interests.
game simulates Second World War combat situations and was chosen to be similar to
those played by our VGPs. It has a relatively simple interface, uses first-person point of
Correspondence and requests for materials should be addressed to D.B.
view and requires effective monitoring of the whole visual field (extent from fixation about
(daphne@cvs.rochester.edu).
138 (height) £ 168 (width)). Subjects played the game straight through for the first 8 days.
On days 9 and 10, they returned to the beginning of the game to quantitatively measure
their improvement (comparing performance over mission 1 during their first and second
playings). In all available measures of improvement taken (accuracy and deaths to
complete mission), subjects improved their performance after training (accuracy, 17%
..............................................................
improvement; deaths to complete, 42% improvement).
For the control group (n ¼ 8), Tetris (Original Tetris, AcademySoft Elorgwhich, 1987;
Mitochondrial membrane
Tengen, 1988) was displayed to cover the entire extent of the screen. Because Tetris adds
graphics on the side of the screen, however, the effective game area extended 138
remodelling regulated by a
(height) £ 98 (width) from fixation. This game was selected to control for the effect of
improved visuo-motor coordination, while putting few demands on the processing of
several objects at once. Accordingly, the version of Tetris on which subjects were trained
conserved rhomboid protease
had the preview block option turned off. In the two measures of improvement available
(high score, maximum level reached), all subjects improved after training (high score, 71%
G. Angus McQuibban, Saroj Saurya & Matthew Freeman
improvement; mean level improvement, 67% improvement).
Received 4 December 2002; accepted 8 April 2003; doi:10.1038/nature01647.
MRC Laboratory of Molecular Biology, Hills Road, Cambridge CB2 2QH, UK
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