Action video game players do not differ in the perception of contrast-based motion illusions but experience more vection and less discomfort in a virtual environment compared to non-action video game players

Pöhlmann, K.M.T., O'Hare, L. ORCID: 0000-0003-0331-3646, Dickinson, P., Parke, A. and Föcker, J., 2021. Action video game players do not differ in the perception of contrast-based motion illusions but experience more vection and less discomfort in a virtual environment compared to non-action video game players. Journal of Cognitive Enhancement. ISSN 2509-3290

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Abstract

Action video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video game playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox illusions has not been addressed so far. Based on their improved perceptual skills AVGPs are expected to be more susceptible to the illusions and perceive more motion in them. The experience of illusory self-motion (vection) is believed to be dependent on top down attentional processes; AVGPs should therefore experience stronger vection compared to NVGPs based on their improved attentional skills. Lastly, due to their extensive prior experience with virtual environments AVGPs should experience less discomfort in VR compared to NVGPs. We presented rotating and expanding motion illusions in a virtual environment and asked 22 AVGPs and 21 NVGPs to indicate the strength of illusory motion, as well as the level of discomfort and vection experienced when exposed to these motion illusions. Results indicated that AVGPs and NVGPs perceived the same amount of motion when viewing these illusions. However, AVGPs perceived more vection and less discomfort compared to NVGPs, possibly due to factors such as enhanced top-down attentional control and adaptation. No differences in the perception of expanding and rotating illusions were found. Discomfort experienced by AVGPs was related to illusion strength suggesting that contrast illusions might evoke the perceived discomfort rather than the virtual environment. Further studies are required to investigate the relationship between contrast sensitivity, migraine and the perception of illusion in AVGPs which should include illusory motion onset and duration measures.

Item Type: Journal article
Alternative Title: Running title: The effect of video gaming on illusion strength, vection and discomfort
Publication Title: Journal of Cognitive Enhancement
Creators: Pöhlmann, K.M.T., O'Hare, L., Dickinson, P., Parke, A. and Föcker, J.
Publisher: Springer
Date: 20 April 2021
ISSN: 2509-3290
Identifiers:
NumberType
10.1007/s41465-021-00215-6DOI
1431023Other
Divisions: Schools > School of Social Sciences
Record created by: Jonathan Gallacher
Date Added: 21 Apr 2021 08:35
Last Modified: 20 Apr 2022 03:00
URI: https://irep.ntu.ac.uk/id/eprint/42726

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