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Training attention with video games: How playing and training with video games impact attentional networks
University of Skövde, School of Bioscience.
2020 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Video games as an entertainment form are very popular. Understanding what video games do to us in a long-term and short-term manner is therefore of interest. Attention is a widely studied field and research into how attentional networks are affected by video is a research field on the rise. Here, I will be investigating how video game play affects our attentional networks and if it is possible for elderly individuals to train their attentional networks with video games. Video game players have high performance in reaction time and accuracy in different attentional, working memory, and cognitive control tasks. As the difficulty of video games increase video game players seem to more efficiently utilize their attentional networks. Whilst some articles cannot replicate findings in other articles this irregularity might be explained with by level of difficulty or load during task performance. Studies see group differences only when the task difficulty is high. Therefore, an important part of video game research is to find an effective and replicable standard for video game research. Measuring video game play with EEG shows that players better can forgo distracting stimuli in central and peripheral view and discriminating stimuli giving video game players more confidence when making decisions. Video game players also seem to have more efficient processes and functional connectivity in attentional networks but utilizing these networks more as non-video game players as mental load increases. Not only does video game players have more efficient attentional networks, but attentional benefits from video games is also something that can be trained with those who do not play video games. Suggesting that older individuals can utilize video games to train attentional networks.

Place, publisher, year, edition, pages
2020. , p. 28
Keywords [en]
Video games, attention, EEG, video game training
National Category
Neurosciences
Identifiers
URN: urn:nbn:se:his:diva-19464OAI: oai:DiVA.org:his-19464DiVA, id: diva2:1527540
Subject / course
Cognitive Neuroscience
Educational program
Consciousness Studies - Philosophy and Neuropsychology
Supervisors
Examiners
Available from: 2021-02-11 Created: 2021-02-11 Last updated: 2025-09-29Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
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More styles
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  • de-DE
  • en-GB
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  • Other locale
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Output format
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