, Volume 74, Issue 2, pp 257-262
Date: 09 Dec 2011

Improved top-down control reduces oculomotor capture: The case of action video game players

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The last decade has seen an increase in research dedicated to understanding the cognitive effects associated with extensive video game use, highlighting the differences between video game players and non-video-game players (NVGPs). This growing body of work has largely employed paradigms that require the engagement of selective visual attention and has been consistent in demonstrating benefits in task performance associated with video game experience (e.g., Castel, Pratt, & Drummond, 2005; Chisholm, Hickey, Theeuwes, & Kingstone, 2010; Clark, Fleck, & Mitroff, 2011; Dye, Green, & Bavelier, 2009a, 2009b; Feng, Spence, & Pratt, 2007; Green & Bavelier, 2003, 2006a, 2006b, 2007; Greenfield, DeWinstanley, Kilpatrick, & Kaye, 1994; Mishra, Zinni, Bavelier, & Hillyard, 2011; West, Stevens, Pun, & Pratt, 2008). The beneficial effects of video game experience observed in these attention-based paradigms has been routinely observed in, if not in some cases restricted to, action video game players

An erratum to this article can be found at http://dx.doi.org/10.3758/s13414-012-0298-8.