Abstract
Auditory cortex in congenitally deaf early sign language users reorganizes to support cognitive processing in the visual domain. However, evidence suggests that the potential benefits of this reorganization are largely unrealized. At the same time, there is growing evidence that experience of playing computer and console games improves visual cognition, in particular visuospatial attentional processes. In the present study, we investigated in a group of deaf early signers whether those who reported recently playing computer or console games (deaf gamers) had better visuospatial attentional control than those who reported not playing such games (deaf non-gamers), and whether any such effect was related to cognitive processing in the visual domain. Using a classic test of attentional control, the Eriksen Flanker task, we found that deaf gamers performed on a par with hearing controls, while the performance of deaf non-gamers was poorer. Among hearing controls there was no effect of gaming. This suggests that deaf gamers may have better visuospatial attentional control than deaf non-gamers, probably because they are less susceptible to parafoveal distractions. Future work should examine the robustness of this potential gaming benefit and whether it is associated with neural plasticity in early deaf signers, as well as whether gaming intervention can improve visuospatial cognition in deaf people.
Highlights
Without technical intervention, congenitally profoundly deaf individuals have little opportunity to process sound
In hearing individuals, Gaming, Deafness, and Visuospatial Attention visuospatial perception and attention have been reported to shift as a function of gaming experience
We investigated the effect of naturally occurring gaming experience on visuospatial attentional control in early deaf signers
Summary
Congenitally profoundly deaf individuals have little opportunity to process sound. Performance on some visuospatial tasks, in particular those tapping into visuospatial perception and attentional processes, have been shown to be altered in deaf individuals (for reviews, see Bavelier et al, 2006; Rudner et al, 2009). In hearing individuals, Gaming, Deafness, and Visuospatial Attention visuospatial perception and attention have been reported to shift as a function of gaming experience (for recent meta-analyses, see Wang et al, 2016; Bediou et al, 2018; see, Kristjánsson, 2013; Powers et al, 2013, for critical reviews). One study has reported improved inhibition control in deaf individuals after playing a first-person shooter game one hour per day for 16 weeks (Nagendra et al, 2017). The aim of the present, cross-sectional, study was to investigate the combined effect of deafness and naturally occurring gaming experience on visuospatial attention
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