Evidence map›Paper›PMID 33937540›Full record

ArticleHeliyon2021

The role of individual differences in attentional blink phenomenon and real-time-strategy game proficiency.

Natalia Jakubowska, Paweł Dobrowolski, Natalia Rutkowska, Maciej Skorko, Monika Myśliwiec, Jakub Michalak, Aneta Brzezicka

Open access · goldAbstract read
In one paragraph

Article in Heliyon, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
1.8field-weighted citation impact, top 15% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it, 13 citations in OpenAlex.

  1. Pooled it
  2. Creative experiences and brain clocks.Nature communications · 2025
    Article
  3. Article
  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 5 institutions in 2 countries.

Natalia JakubowskaSWPS University of Social Sciences and Humanities, Warsaw, Poland.
Paweł DobrowolskiInstitute of Psychology, Polish Academy of Sciences, Warsaw, Poland.
Natalia RutkowskaLaboratory of Brain Imaging, Nencki Institute of Experimental Biology, Warsaw, Poland.
Maciej SkorkoInstitute of Psychology, Polish Academy of Sciences, Warsaw, Poland.
Monika MyśliwiecSWPS University of Social Sciences and Humanities, Warsaw, Poland.
Jakub MichalakSWPS University of Social Sciences and Humanities, Warsaw, Poland.
Aneta BrzezickaSWPS University of Social Sciences and Humanities, Warsaw, Poland.
Institute of Psychology · PLUniwersytet SWPS · PLCedars-Sinai Medical Center · USInstytut Biologii Doświadczalnej im. Marcelego Nenckiego · PLPolish-Japanese Academy of Information Technology · PL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The impact of action videogame playing on cognitive functioning is the subject of debate among scientists, with many studies showing superior performance of players relative to non-players on a number of cognitive tasks. Moreover, the exact role of individual differences in the observed effects is still largely unknown. In our Event-Related Potential (ERP) study we investigated whether training in a Real Time Strategy (RTS) video game StarCraft II can influence the ability to deploy visual attention measured by the Attentional Blink (AB) task. We also asked whether individual differences in a psychophysiological response in the AB task predict the effectiveness of the video game training. Forty-three participants (non-players) were recruited to the experiment. Participants were randomly assigned to either experimental (Variable environment) or active control (Fixed environment) group, which differed in the type of training received. Training consisted of 30 h of playing the StarCraft II game. Participants took part in two EEG sessions (pre- and post-training) during which they performed the AB task. Our results indicate that both groups improved their performance in the AB task in the post-training session. What is more, in the experimental group the strength of the amplitude of the P300 ERP component (which is related to a conscious visual perception) in the pre training session appeared to be predictive of the level of achievement in the game. In the case of the active control group in-game behaviour appeared to be predictive of a training-related improvement in the AB task. Our results suggest that differences in the neurophysiological response might be treated as a marker of future success in video game acquisition, especially in a more demanding game environment.

Indexed as

Attentional blinkCognitive trainingEvent-related potentials (ERPs)Individual differencesReal-time strategyVideo games

Identifiers

PMID33937540
PMCPMC8079465
OpenAlexW3153011040

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.