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. Author manuscript; available in PMC: 2016 Mar 9.
Published in final edited form as: Cogn Psychol. 2012 Mar 14;65(1):77–117. doi: 10.1016/j.cogpsych.2012.02.001

Fig. 7.

Fig. 7

Green and Bavelier (2007) useful-field-of-view data and simulations. (A) Experimental paradigm used by Green and Bavelier (2003): After fixation, a brief (10 ms) display with an oddball is shown, followed by a mask. The task is to pick the direction of the oddball. (B) Experimental data for video game players (VPGs) and non-video game players (NVGPs) from Green and Bavelier (2003). [(A) and (B) reprinted with permission from Green and Bavelier (2007).] (C) VGPs are simulated by having 20% lower inhibitory gain in the object and spatial shroud layers (see T = .04 and TC = .032 in Eq. (36) as well as W = .04 and WC = .00016 in Eq. (42)), which facilitates detection through the mask period.