Abstract
Early studies of visual attention noted a phenomenon termed 'inattention blindness' - the inability of participants to see clear stimuli enter the visual field when attending to something else in that field - and sought to expand the understanding of the phenomenon (Neisser & Becklen, 1975; Simons & Chabris, 1999; Stoffregen, Baldwin, & Flynn, 1993). Other research has focused on the changes to the human brain and cognitive functions as a result of video game play, both in positive and negative contexts (Howard-Jones, Ott, van Leeuwen, and De Smedt (2010)). This quasi-experimental study sought to corroborate some of the findings that tie together these seemingly disparate lines of research, adapting the methodology of the most cited inattention blindness experiment (Simons & Chabris, 1999).
| Original language | English |
|---|---|
| Pages (from-to) | 2183-2187 |
| Number of pages | 5 |
| Journal | Computers in Human Behavior |
| Volume | 29 |
| Issue number | 6 |
| DOIs | |
| State | Published - 2013 |
Keywords
- Cognition
- Learner roles
- Video games
Fingerprint
Dive into the research topics of 'The gorilla in the room: The impacts of video-game play on visual attention'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver