Please use this identifier to cite or link to this item: http://dx.doi.org/10.25673/14019
Title: Spatial contextual cueing in handball players and action video game players
Author(s): Schmidt, Anne
Referee(s): Pollmann, Stefan
Granting Institution: Otto-von-Guericke-Universität Magdeburg, Fakultät für Naturwissenschaften
Issue Date: 2019
Extent: VII, 88 Blätter
Type: HochschulschriftLook up in the Integrated Authority File of the German National Library
Type: PhDThesis
Exam Date: 2019
Language: English
URN: urn:nbn:de:gbv:ma9:1-1981185920-141504
Subjects: Lernpsychologie
Abstract: Team sport athletes and action video players have shown superior performance in visuospatial attentional processing in several tasks (Mann, Williams, Ward, & Janelle, 2007; Green & Bavelier, 2003). Masters (1992) suggest that implicit learn-ing processes may allow expert performers fast and effortless performance, leading to more efficient decision-making and motor performance. However, investigation with athletes often focus on sport-specific situations (Abernethy, 1991) making it difficult to infer general underlying processes. A recent study, however, found im-proved context learning skills in athletes in a neutral, non-sport specific task with substantial visuospatial demands (Faubert, 2013). The three experiments presented in this thesis were designed to test if high-level team sport athletes or action video game players have superior context learn-ing skills. We investigated incidental context learning in visual search in order to examine the contribution of spatial context learning and search efficiency to the su-perior visuospatial performance of handball players and action video game players. To this end, we used a sport-specific pseudo 3-D contextual cueing task (search of the ball-carrying player in a playing field) and the original contextual cueing para-digm (search of a “T” among “L”-shapes; Chun & Jiang, 1998). We found comparable spatial contextual cueing of visual search in repeated displays in high-level amateur handball players, dedicated action video game play-ers and normal controls. In contrast, both handball players and action video game players needed less time to analyze the contents of a search display than controls, measured as search time per display item, independent of display repetition, reveal-ing superior attentive processing. Intercept data yield no evidence that non-search factors contribute to the contextual cueing effect for all groups. To conclude, our data do not indicate superior context learning skills in hand-ball players or action video game players. Rather, both groups showed more effi-cient visual search in abstract displays that were not related to sport-specific situa-tions.
URI: https://opendata.uni-halle.de//handle/1981185920/14150
http://dx.doi.org/10.25673/14019
Open Access: Open access publication
License: (CC BY-SA 4.0) Creative Commons Attribution ShareAlike 4.0(CC BY-SA 4.0) Creative Commons Attribution ShareAlike 4.0
Appears in Collections:Fakultät für Naturwissenschaften

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