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http://dx.doi.org/10.25673/14019
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DC Element | Wert | Sprache |
---|---|---|
dc.contributor.referee | Pollmann, Stefan | - |
dc.contributor.author | Schmidt, Anne | - |
dc.date.accessioned | 2019-07-29T08:37:58Z | - |
dc.date.available | 2019-07-29T08:37:58Z | - |
dc.date.issued | 2019 | - |
dc.date.submitted | 2018 | - |
dc.identifier.uri | https://opendata.uni-halle.de//handle/1981185920/14150 | - |
dc.identifier.uri | http://dx.doi.org/10.25673/14019 | - |
dc.description.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. | eng |
dc.format.extent | VII, 88 Blätter | - |
dc.language.iso | eng | - |
dc.rights.uri | https://creativecommons.org/licenses/by-sa/4.0/ | - |
dc.subject | Lernpsychologie | ger |
dc.subject.ddc | 153.1 | - |
dc.title | Spatial contextual cueing in handball players and action video game players | eng |
dcterms.dateAccepted | 2019 | - |
dcterms.type | Hochschulschrift | - |
dc.type | PhDThesis | - |
dc.identifier.urn | urn:nbn:de:gbv:ma9:1-1981185920-141504 | - |
local.versionType | acceptedVersion | - |
local.publisher.universityOrInstitution | Otto-von-Guericke-Universität Magdeburg, Fakultät für Naturwissenschaften | - |
local.openaccess | true | - |
dc.identifier.ppn | 1670162133 | - |
local.accessrights.dnb | free | - |
Enthalten in den Sammlungen: | Fakultät für Naturwissenschaften |
Dateien zu dieser Ressource:
Datei | Beschreibung | Größe | Format | |
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Schmidt_Anne_Dissertation_2019.pdf | Dissertation | 2.3 MB | Adobe PDF | ![]() Öffnen/Anzeigen |