{"id":{"repo_id":"reykjavik","oai_identifier":"oai:skemman.is:1946/53458"},"canonical_url":"https://search.dev.ndltd.org/etd/reykjavik/oai:skemman.is:1946/53458","repository":{"repo_id":"reykjavik","name":"Reykjavík University","base_url":"https://skemman.is/oai/request"},"display":{"title":"The Effects of Video Games and Age on Attentional Blink Magnitude","abstract":"Aging has been associated with declines in selective attention, and experience playing action video games (AVGs) has been linked to improved attentional functioning. The present study examined whether age and AVG experience were associated with differences in the attentional blink (AB). This 2x2 cross-sectional study assigned participants (N = 25) to four groups based on their age and gaming experience: seven younger non-gamers (YN; M = 25.4; range = 22–32; SD = 4.39), six older non-gamers (ON; M = 46.7; range = 39–53; SD = 4.40), six younger gamers (YG; M = 25.3; range = 21–28; SD = 3.83), and six older gamers (OG; M = 47.7; range = 40–51; SD = 4.45). The ANOVA results showed a significant main effect of AVG experience, with gamers exhibiting attenuated AB magnitudes relative to non-gamers. The main effect of age and the interaction between age and gaming experience were non-significant. These findings suggested that regularly playing AVGs was associated with lower AB magnitudes.","abstract_html":"Aging has been associated with declines in selective attention, and experience playing action video games (AVGs) has been linked to improved attentional functioning. The present study examined whether age and AVG experience were associated with differences in the attentional blink (AB). This 2x2 cross-sectional study assigned participants (N = 25) to four groups based on their age and gaming experience: seven younger non-gamers (YN; M = 25.4; range = 22–32; SD = 4.39), six older non-gamers (ON; M = 46.7; range = 39–53; SD = 4.40), six younger gamers (YG; M = 25.3; range = 21–28; SD = 3.83), and six older gamers (OG; M = 47.7; range = 40–51; SD = 4.45). The ANOVA results showed a significant main effect of AVG experience, with gamers exhibiting attenuated AB magnitudes relative to non-gamers. The main effect of age and the interaction between age and gaming experience were non-significant. These findings suggested that regularly playing AVGs was associated with lower AB magnitudes.","abstract_has_math":false,"creators":["Daði Ingvason 1993-"],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Háskólinn í Reykjavík"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2026,"date_issued":"2026-06-02T13:41:17Z","date_published":"2026-06-02T13:41:17Z","updated_at":"2026-07-27T20:39:26Z","subjects":["Sálfræði","Tölvuleikir","Athygli","Fullorðnir","Psychology","Video games","Attention","Adulthood"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/1946/53458","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Háskólinn í Reykjavík"]},{"key":"dc:creator","label":"Author","values":["Daði Ingvason 1993-"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2026-06-02T13:41:12Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2026-06-02T13:41:12Z"]},{"key":"dc:date.issued","label":"Date","values":["2026-06-02T13:41:17Z"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Sálfræði","Tölvuleikir","Athygli","Fullorðnir","Psychology","Video games","Attention","Adulthood"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/1946/53458"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Aging has been associated with declines in selective attention, and experience playing action video games (AVGs) has been linked to improved attentional functioning. The present study examined whether age and AVG experience were associated with differences in the attentional blink (AB). This 2x2 cross-sectional study assigned participants (N = 25) to four groups based on their age and gaming experience: seven younger non-gamers (YN; M = 25.4; range = 22–32; SD = 4.39), six older non-gamers (ON; M = 46.7; range = 39–53; SD = 4.40), six younger gamers (YG; M = 25.3; range = 21–28; SD = 3.83), and six older gamers (OG; M = 47.7; range = 40–51; SD = 4.45). The ANOVA results showed a significant main effect of AVG experience, with gamers exhibiting attenuated AB magnitudes relative to non-gamers. The main effect of age and the interaction between age and gaming experience were non-significant. These findings suggested that regularly playing AVGs was associated with lower AB magnitudes.","Aukinn aldur hefur verið tengdur við skerta athyglisstjórnun, og spilun hasarleikja hefur verið tengd við bætta athyglisstarfsemi. Þessi rannsókn skoðaði hversu vel aldur og hasarleikjareynsla spá fyrir um athyglisblikk (AB). Þessi 2x2 þversniðsrannsókn flokkaði þátttakendur (N = 25) í fjóra hópa út frá aldri þeirra og reynslu af hasar tölvuleikjum: sjö yngri án hasarleikjareynslu (YN; M = 25.4; range = 22–32; SD = 4.39 sex eldri án hasarleikjareynslu (ON; M = 46.7; range = 39–53; SD = 4.40), sex yngri með hasarleikjareynslu (YG; M = 25.3; range = 21–28; SD = 3.83) og sex eldri með hasarleikjareynslu (OG; M = 47.7; range = 40–51; SD = 4.45). ANOVA niðurstöðurnar sýndu marktæk meginhrif af hasarleikjareynslu þar sem þeir sem spila hasarleiki mældust með minna athyglisblikk í samanburði við þá sem spila ekki hasarleiki. Meginhrif aldurs ásamt samvirkni á milli aldurs og hasarleikjareynslu voru ómarktæk. Þessar niðurstöður gefa til kynna að reynsla af því að spila hasarleiki tengist minnkuðum styrk athyglisblikksins."]},{"key":"dc:title","label":"Title","values":["The Effects of Video Games and Age on Attentional Blink Magnitude"]}]}],"canonical_facts":{"dc:contributor":["Háskólinn í Reykjavík"],"dc:creator":["Daði Ingvason 1993-"],"dc:date.accessioned":["2026-06-02T13:41:12Z"],"dc:date.available":["2026-06-02T13:41:12Z"],"dc:date.issued":["2026-06-02T13:41:17Z"],"dc:description.abstract":["Aging has been associated with declines in selective attention, and experience playing action video games (AVGs) has been linked to improved attentional functioning. The present study examined whether age and AVG experience were associated with differences in the attentional blink (AB). This 2x2 cross-sectional study assigned participants (N = 25) to four groups based on their age and gaming experience: seven younger non-gamers (YN; M = 25.4; range = 22–32; SD = 4.39), six older non-gamers (ON; M = 46.7; range = 39–53; SD = 4.40), six younger gamers (YG; M = 25.3; range = 21–28; SD = 3.83), and six older gamers (OG; M = 47.7; range = 40–51; SD = 4.45). The ANOVA results showed a significant main effect of AVG experience, with gamers exhibiting attenuated AB magnitudes relative to non-gamers. The main effect of age and the interaction between age and gaming experience were non-significant. These findings suggested that regularly playing AVGs was associated with lower AB magnitudes.","Aukinn aldur hefur verið tengdur við skerta athyglisstjórnun, og spilun hasarleikja hefur verið tengd við bætta athyglisstarfsemi. Þessi rannsókn skoðaði hversu vel aldur og hasarleikjareynsla spá fyrir um athyglisblikk (AB). Þessi 2x2 þversniðsrannsókn flokkaði þátttakendur (N = 25) í fjóra hópa út frá aldri þeirra og reynslu af hasar tölvuleikjum: sjö yngri án hasarleikjareynslu (YN; M = 25.4; range = 22–32; SD = 4.39 sex eldri án hasarleikjareynslu (ON; M = 46.7; range = 39–53; SD = 4.40), sex yngri með hasarleikjareynslu (YG; M = 25.3; range = 21–28; SD = 3.83) og sex eldri með hasarleikjareynslu (OG; M = 47.7; range = 40–51; SD = 4.45). ANOVA niðurstöðurnar sýndu marktæk meginhrif af hasarleikjareynslu þar sem þeir sem spila hasarleiki mældust með minna athyglisblikk í samanburði við þá sem spila ekki hasarleiki. Meginhrif aldurs ásamt samvirkni á milli aldurs og hasarleikjareynslu voru ómarktæk. Þessar niðurstöður gefa til kynna að reynsla af því að spila hasarleiki tengist minnkuðum styrk athyglisblikksins."],"dc:identifier.uri":["https://hdl.handle.net/1946/53458"],"dc:language.iso":["en"],"dc:subject":["Sálfræði","Tölvuleikir","Athygli","Fullorðnir","Psychology","Video games","Attention","Adulthood"],"dc:title":["The Effects of Video Games and Age on Attentional Blink Magnitude"],"dc:type":["Thesis"]},"updated_at":"2026-07-27T20:39:26Z"}