Cited by 40Visual perception and processing mechanismsNeural and Behavioral Psychology StudiesVisual Attention and Saliency Detection

Gaming to see: action video gaming is associated with enhanced processing of masked stimuli

Open access
Pohl, Carsten, Kunde, Wilfried, Ganz, Thomas, Conzelmann, Annette, Pauli, Paul, Kiesel, Andrea·2014·Frontiers in Psychology

Abstract

Recent research revealed that action video game players outperform non-players in a wide range of attentional, perceptual and cognitive tasks. Here we tested if expertise in action video games is related to differences regarding the potential of shortly presented stimuli to bias behavior. In a response priming paradigm, participants classified four animal pictures functioning as targets as being smaller or larger than a reference frame. Before each target, one of the same four animal pictures was presented as a masked prime to influence participants' responses in a congruent or incongruent way. Masked primes induced congruence effects, that is, faster responses for congruent compared to incongruent conditions, indicating processing of hardly visible primes. Results also suggested that action video game players showed a larger congruence effect than non-players for 20 ms primes, whereas there was no group difference for 60 ms primes. In addition, there was a tendency for action video game players to detect masked primes for some prime durations better than non-players. Thus, action video game expertise may be accompanied by faster and more efficient processing of shortly presented visual stimuli.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.3389/fpsyg.2014.00070

Cites

61 of 61 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Male young adults who engaged in video game play for at least 8-10 h per week over the past year exhibited faster reaction times and heightened sensitivity to briefly presented visual stimuli.

    “One study of male young-adults reported that those who engaged in video game play for at least 8–10 h per week over the past year exhibited faster reaction times and heightened sensitivity to briefly presented visual stimuli [33].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [33]

    The Participants section identifies a sample of male adults aged 18–29 and defines players as having played at least 8–10 hours per week during the past year. The Discussion reports faster reaction times for players, but describes their better detection of briefly presented masked stimuli as tentative, exploratory evidence limited to the tested presentation durations; the claim states that finding too firmly. No page numbers are provided in our copy. (LLM, conf=0.86)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
Pohl, C., Kunde, W., Ganz, T., Conzelmann, A., Pauli, P., & Kiesel, A.
Affiliations
  • University of Würzburg (DE)
  • Esslingen University of Applied Sciences (DE)
Corresponding author
Pohl, Carsten
Venue
Frontiers in Psychology
Published
2014
Volume
5
Pages
70-70
ISSN
1664-1078 (ISSN-L)
OpenAlex
W2072849818
Cited by
40
References
61
Citations by year
2026: 3 · 2024: 1 · 2023: 3 · 2022: 1 · 2021: 3 · 2020: 7 · 2019: 2 · 2018: 4 · 2017: 5 · 2016: 2 · 2015: 6 · 2014: 2
FWCI
2.79
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • Frontiers in Psychology (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Online Publication Service of Würzburg University (Würzburg University) (submittedVersion, cc-by)
Funders
Deutsche Forschungsgemeinschaft (1964/7-1, Ku 1964/7-1)
Topics
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Visual Attention and Saliency Detection
Keywords
action video games, video game expertise, response priming, congruency effect, visual processing speed, attentional bias, visual perception, prime duration

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review