Procedurally, the ANT requires subjects to discriminate the orientation of a target (pointing left or pointing right) that is presented either directly above or below a central fixation point. The task has also been shown to be sensitive to developmental changes in all three networks ( Rueda et al., 2004). Thus, the ANT provides a measure of how well attention can be both allocated to a visual scene and used to filter irrelevant information within that scene.
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Finally, the executive control network, which serves to direct attention towards task-relevant stimuli and inhibit the processing of distractor items, has been proposed to engage areas in the prefrontal cortex and involve the release of dopamine ( Badre & Wagner, 2004 Casey et al., 2000 Diamond & Goldman-Rakic, 1989 Egner & Hirsch, 2005 Nelson et al., 2003). Orienting is the ability to utilize an spatial cue to direct attention towards the location of an imminent stimulus a fronto-parietal network associated with the release of acetylcholine has been associated with orienting ( Corbetta & Shulman, 1998 Wilson et al., 2005). Alerting is the ability to make use of a cue which provides information about the onset time of a target stimulus, and thus trigger the allocation of attention at a given point in time this process appears mediated by right frontal and parietal areas and to be linked to the release of noradrenalin ( Coull et al., 1996 Witte & Marrocco, 1997). It has been suggested that the ANT provides a reliable measure of three fundamental component processes of visual attention within one procedure: alerting, orienting and executive control ( Fan et al., 2002). In the present study, we propose to further document the effect of video game playing on the efficiency of attention allocation by comparing VGPs and NVGPs on the Attentional Network Test (ANT). Training studies demonstrating the causal effect of game playing on visual attention measures have led to the proposal that action video game playing enhances attentional resources ( Green & Bavelier, 2003 Green & Bavelier, 2006a, b) and allows players of such games to better allocate their attentional resources over a visual scene. Expert action video game players (VGPs) were found to outperform non-gamer controls (NVGPs) on tasks measuring the spatial distribution and resolution of visual attention, the efficiency of visual attention over time and the number of objects that can be attended simultaneously ( Green and Bavelier, 2003). Recently, we and others have shown that playing action video games alters some of the fundamental aspects of visual attention ( Bialystok, 2006 Castel et al., 2005 Green & Bavelier, 2003, 2006a, b Greenfield et al., 1994 Trick et al., 2005). Attentional networks and their development in action video game players