The rapid expansion of technology is raising new questions about changes in attention skills in virtual reality (VR) and video games. In this study, we compared attention shifting and maintenance in a gamified Posner cueing task performed in virtual reality (VR) versus a traditional desktop (DT) setting, and between professional esports players and control participants. 69 healthy people took part in the study. EEG spectral markers (event-related desynchronization/synchronization (ERD/ERS) of attentional shift and maintenance were analyzed in the dorsal attention network (DAN) areas. Peak amplitudes and latencies were compared for the attention shift vs maintenance, VR vs DT demonstration and eSports athletes vs 2 groups of controls (amateurs and control group). Behaviorally, participants showed a pseudoneglect (faster responses to left targets) effect.
slower RT in VR. A reduced degree of alpha ERD amplitude and an earlier beta ERD peak in the VR environment was shown. This is associated with a reduced requirement for visual processing and earlier attentional control in VR.
The eSports players showed faster RT, attentional resources balance (theta ERS results) and flexible attentional control/policy and motor preparation strategy adaptation in DT after attentional shift and maintenance (beta ERD results), compared to the controls. Our results underscore the importance of considering environment and expertise when evaluating attentional processes.
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