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

Video game
DOI: 10.1007/s41465-021-00215-6 Publication Date: 2021-04-20T06:03:24Z
ABSTRACT
Abstract Action video game players (AVGPs) show enhanced visual perceptual functions compared to their non-video playing peers (NVGPs). Whether AVGPs are more susceptible towards static contrast motion illusions, such as Fraser Wilcox has not been addressed so far. Based on improved skills, expected be the illusions and perceive in them. The experience of illusory self-motion (vection) is believed dependent top-down attentional processes; should therefore stronger vection NVGPs based skills. Lastly, due extensive prior with virtual environments, less discomfort VR NVGPs. We presented rotating expanding a environment asked 22 21 indicate strength motion, well level experienced when exposed these illusions. Results indicated that perceived same amount viewing However, NVGPs, possibly factors control adaptation. No differences perception were found. Discomfort by was related illusion strength, suggesting might evoke rather than environment. Further studies required investigate relationship between sensitivity, migraine which include onset duration measures.
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