Cited by 2,540Visual perception and processing mechanismsVisual Attention and Saliency DetectionDigital Games and Media

Action video game modifies visual selective attention

Open access
Green, C. Shawn, Bavelier, Daphne·2003·Nature

Abstract

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, generalization to new tasks is rarely found. 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 establishing the role of playing in this effect.

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  • Playing action videogames more than 4 days per week (at least 1 hour each day) for 6 months enhances visual attention, spatial attention over the visual field, and task-switching abilities.

    “Green and Bavelier53 have shown that playing action videogames more than 4 days per week (at least 1 hour each day) for 6 months enhances visual attention (ie, the ability to recognize and process visual information), spatial attention over the visual field, and task-switching abilities.”

    From Brain health consequences of digital technology use (2020) · cites this paper as [53]

    The Participants section describes habitual players who played at least four days per week for at least one hour per day over the previous six months, not more than four days per week. The paper reports enhanced visual-attention capacity, spatial distribution, and task-switching performance in players, but its experiment establishing an effect of playing used 10 days of training, not six months. Thus it does not establish that the specified six-month regimen caused those improvements. (LLM, conf=0.90)

    Experimental — accuracy not yet measured
  • There is evidence that video game playing can enhance various cognitive skills (e.g., attention).

    “For example, there is evidence that video game playing can enhance various cognitive skills (e.g., attention; see [88]).”

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Authors
Green, C. S., & Bavelier, D.
Affiliations
University of Rochester (US)
Venue
Nature
Published
2003-05-29
Volume
423
Issue
6939
Pages
534-537
ISSN
  • 0028-0836 (ISSN-L)
  • 1476-4687
OpenAlex
W2168190474
Cited by
2,540
References
30
Citations by year
2026: 79 · 2025: 92 · 2024: 102 · 2023: 88 · 2022: 131 · 2021: 108 · 2020: 143 · 2019: 131 · 2018: 139 · 2017: 134 · 2016: 122 · 2015: 173 · 2014: 154 · 2013: 159 · 2012: 164
FWCI
19.27
Type
journal article
Language
en
Open access
Locations
  • Nature (publishedVersion)
  • PubMed (publishedVersion)
  • Archive ouverte UNIGE (University of Geneva) (publishedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • Archive ouverte UNIGE (University of Geneva) (submittedVersion, cc-by)
Funders
National Institutes of Health
Topics
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Visual Attention and Saliency Detection
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
action video games, visual selective attention, perceptual learning, video game training, visual attention, generalization of training effects, gamers
MeSH terms
Adolescent, Adult, Attention, Female, Humans, Learning, Male, Photic Stimulation, Psychomotor Performance, Space Perception, Video Games

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