August 2012
Volume 12, Issue 9
Vision Sciences Society Annual Meeting Abstract  |   August 2012
Exploring the Effects of Video Game Experience and Motivation on Visual Processing
Author Affiliations
  • Angeliki Beyko
    Department of Psychology, Florida State University
  • Cary Stothart
    Department of Psychology, Florida State University
  • Walter Boot
    Department of Psychology, Florida State University
Journal of Vision August 2012, Vol.12, 7. doi:
  • Views
  • Share
  • Tools
    • Alerts
      This feature is available to authenticated users only.
      Sign In or Create an Account ×
    • Get Citation

      Angeliki Beyko, Cary Stothart, Walter Boot; Exploring the Effects of Video Game Experience and Motivation on Visual Processing. Journal of Vision 2012;12(9):7.

      Download citation file:

      © ARVO (1962-2015); The Authors (2016-present)

  • Supplements

Although a number of studies find that video gamers far outperform non-gamers on measures of visual and attentional skill, Boot, Blakely, and Simons (2011) have argued that overt participant recruitment in which gamers know they are being selected for their game experience might induce demand characteristic responsible for superior gamer performance. We used two approaches to explore this issue. First, we recruited gamers and non-gamers (N = 51) covertly and had them perform a search task based on the Useful Field of View task. When gamers had no reason to suspect they were in a study of gamers, gamer and non-gamer performance was equivalent. Hours of experience was not correlated with search accuracy (r = -11, p = .46). Comparing the 10 most experienced action gamers to the 10 individuals with the least game experience revealed no gamer advantage (F(1,18) = 1.35, p = .26, ηp2 = .07). We hypothesized that overt recruitment might motivate gamers to perform well. In a second study using the same search task we manipulated motivation directly. Participants completed one block of trials and then were either asked to try harder on the second block, or were asked to treat the second block of trials as if it were a task they normally found enjoyable. Compared to a control group that received no additional instructions between blocks, there was a significant performance improvement for the group asked to try harder (block x instruction interaction: F(1,24) = 6.20, p <. 05, ηp2 = .21). A similar trend was observed for the group asked to perceive the task as similar to a task they enjoyed (F(1,23) = 3.31, p = .08, ηp2 = .13). Results highlight the potentially important role of motivation and demand characteristics in studies of gamers.

Meeting abstract presented at VSS 2012


This PDF is available to Subscribers Only

Sign in or purchase a subscription to access this content. ×

You must be signed into an individual account to use this feature.