Abstract
Traditional vigilance research typically employs static stimuli presented in discrete trials within a highly structured laboratory setting with few similarities to operational environments. The current study employs a dynamic video game-based environment in which the vigilance task has crucial elements of real world detection tasks, in this case the detection of improvised explosive devices (IEDs). The novel platform for this vigilance task and its similarity to popular video games on the market motivated the current study to compare performance between video game players (VGPs), to non-video game players (NVGPs). The results indicate that, relative to NVGPs, VGPs achieved improved performance on the vigilance task, regardless of whether they received training using knowledge of results (KR).
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