dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Stigchel, S. van der | |
dc.contributor.author | Reijnders, D. | |
dc.date.accessioned | 2013-10-25T17:01:04Z | |
dc.date.available | 2013-10-25 | |
dc.date.available | 2013-10-25T17:01:04Z | |
dc.date.issued | 2013 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/15236 | |
dc.description.abstract | It is known that playing video games improves performance on visual search tasks. However, it remains uncertain to what degree action video game experience influences oculomotor processes. To examine this issue, eight action video game players (AVGPs) and eight non-action video game players (NVGPs) in the present study performed an antisaccade task and an oculomotor capture task. The AVGPs do not show improved oculomotor inhibition compared NVGPs in both tasks. Remarkably, the results of both tasks also do not show faster saccade latencies in AVGPs compared to NVGPs. Either action video game experience does not result in oculomotor inhibition and other oculomotor performance benefits, or issues with the method used have made the results unreliable. | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 123392 bytes | |
dc.format.mimetype | application/msword | |
dc.language.iso | en | |
dc.title | No improved oculomotor inhibition in action video game players | |
dc.type.content | Bachelor Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.courseuu | Kunstmatige Intelligentie | |