Taken together, the two experiments in this study demonstrate that habitual action video game play modulates early sensory processing, resulting in increases in sensitivity to salient visual events that capture attention. Using the TOJ paradigm,
Experiment 1 demonstrates, for the first time, a differential cueing effect between VGPs and NVGPs. Just as TOJs have been demonstrated to be sensitive enough to detect a difference between the effect of an exogenous and endogenous cue on attentional orienting in normal individuals (Shore et al.,
2001), our current work demonstrates that this paradigm can also detect differences in sensory functioning between different populations. Specifically, it was found that VGPs show heightened sensitivity to a peripheral uninformative cue when compared to NVGPs, demonstrating the cue's increased ability to capture their attention.
Experiment 2 extends this finding using a dynamic visual display, demonstrating VGPs' increased sensitivity to salient changes in motion relative to an array of background motion. In addition, it is noteworthy that VGPs continued to demonstrate increased sensitivity to targets occurring at larger eccentricities (Feng et al.,
2007; Green & Bavelier,
2003), and across both high and low perceptual load conditions. Overall, both experiments suggest the degree of visuospatial experience possessed by an individual modulates the initial stages of sensory processing where attentional capture occurs. Nevertheless we need to point out that the present study compared individuals whose self-identifications allowed us to place participants into the two respective groups. Thus there is the possibility that our results are due to some form of population bias, however, previous studies of this nature have ruled out this possibility with the inclusion of a separate training experiment (Feng et al.,
2007; Green & Bavelier,
2003,
2006,
2007). With this said, the current study does fit well with existing evidence suggesting that such experience obtained through action video game play can affect cognitive processes only thought to be partially related to a game's task. For example, short term memory skills (Green & Bavelier,
2006), and visual search time (Castel et al.,
2005); have also been found to be modulated through action video game play. Our current findings suggest that these online cognitive processes may be in part driven by this enhanced sensitivity to salience in the visual field. It should also be noted that it is possible that these findings do not reflect attentional capture, but some earlier enhancement of sensory processing. Recently proposed frameworks of attention and perception, however, suggest that both these processes may occur in unison (e.g., Serences & Yantis,
2006), and thus an enhancement in sensory processing would also reflect an enhancement in the process of attentional orienting.