[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-202053-105":59,"doc-detail-202053-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","un-de-focused-variations-of-attention-in-player-action-in-video-games","Un-De-FocUseD - Variations oF attention in player action in ViDeo games","","A video game player manages attention through strategies shaped by the game system’s challenges and prompts, leading to focused, defocused, or unfocused states expressed via different activity choices and alternative actions. The paper proposes four attention dimensions—time span, sensorial scope, frame, and actuation automation—each capable of producing three state variations. Considering all combinations, the study links affective changes to gameplay dynamics and to different characteristics of human interaction with the system.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/un-de-focused-variations-of-attention-in-player-action-in-video-games/202053/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/un-de-focused-variations-of-attention-in-player-action-in-video-games/202053.png","ImageObject",300,407,{"name":92,"@type":93},"Putri","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-29","2026-09-04",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What attention dimensions does the paper propose for video game players?","Question",{"text":112,"@type":113},"The paper proposes four dimensions: time span, sensorial scope, frame, and actuation automation.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"What states of attention are considered across these dimensions?",{"text":117,"@type":113},"Each dimension can express three alternative states: focused, defocused, and unfocused.",{"name":119,"@type":110,"acceptedAnswer":120},"How do time span variations affect gameplay?",{"text":121,"@type":113},"Short time spans promote fast-paced action and quick decision-making, while long or no time spans enable different types of gameplay by changing the temporal constraints relative to the player’s activities.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},202053,1790699442,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":36,"preview_page_count":4},962085571259,"https://ap-avatar.wpscdn.com/davatar_29158cc5080c5b710cf443261637dec0","Un-De-FocUseD : Variations oF attention in player action  \nin ViDeo games  \n\n| peDro carDoso\u003Cbr>ID+ / Faculty of Fine Arts, University of Porto Portugal\u003Cbr>[pcardoso@fba.up.pt](pcardoso@fba.up.pt)\u003Cbr>migUel carValhais\u003Cbr>ID+ / Faculty of Fine Arts, University of Porto Portugal\u003Cbr>[miguel@carvalhais.org](miguel@carvalhais.org) |\n| --- |\n| Keywords: Actuation, Attention, Focus, Frame, Time, Video Games |\n| A video game player manages her attention according to the strategies developed and the challenges unveiled by the game system. The player does this to the best of her capabilities, developing different activities and performing alternative actions and actuations that mayor may not be suggested or even imposed by the system.\u003Cbr>This paper proposes four dimensions concerning player attention – time span, sensorial scope, frame, and actuation automation –, each being capable of expressing three alternative states – focused, defocused, unfocused –, and through which the game system manipulates the player’s affective state.\u003Cbr>The variations that can be obtained by calculating all possible combinations, regarding these dimensions and their states, not only influence the affective states of the player, but also specify alternative characteristics regarding the nature of human interaction with the system, transpiring different gameplay dynamics. |\n\n1. introDUction  \nIn this paper we focus on the phenomena related with the attention span of the player. We explore four dimensions whose different states affect her attention. We are not interested in quantitatively measure her attention, but in finding alternative states that the player manages during gameplay.  \nThe player’s mood and affective state may influence her attention. Negative affective states make the player anxious, and thus focused on repetitive operations and on developing similar ideas.  \nIndeed, the problem is not to overdo it: too much anxiety produces a phenomenon known as “tunnel vision,”where the people become so focused they fail to see otherwise obvious alternatives. (…)“Fire”, yells someone in the theater. Immediately everyone stampedes toward the exits. What they do at the exit door? Push. If the door doesn’t open, they push harder. But why if the door opens inward and must be pulled, not pushed? Highly anxious, highly focused people are very unlikely to think of pulling. (Norman 2004, 28)  \nPositive affective states induce the player in a relaxed disposition, making her receptive to novel ideas, to improvisation, to adaptation, and attentive to the overall scenario.  \nThese affective states can be manipulated by the system, in order to contribute to an increasing expressive and meaningful gameplay experience.  \nWe propose the existence of four dimensions – timespan, sensorial scope, frame, and actuation automation – that incorporate three alternative states – focused, defocused, unfocused.  \n2 . Dimensions oF FocUs  \n2.1. time span  \nPlayers’ actions and actuations are developed throughout specific temporal durations, the limits of which are often imposed by the game system, either to determine player’s successes and failures or simply to enforce a given gameplay speed or rhythm. These limits also stress the player, testing their ability to keep on playing the game. This dimension is related with the time span granted to the  \nplayer to perform a given action or set of actions. We propose the existence of three classes of time spans – short, long, and none – that promote alternative types of gameplay. It is important to notice that these time spans are not to be calculated in absolute measurements, as they are relative to the temporal demands of the activities that the player develops.  \n2.1.1. short time span ( FocUseD )  \nShort time spans promote fast-paced action and quick decision-making. They enforce the player to act without a careful thought-out plan. We may say that they instigate reaction; to quickly act in response of a stimulus. In these cases, the o","cbCaidITVM1NWjEK","https://ap.wps.com/l/cbCaidITVM1NWjEK","pdf",237836,16,"English","# introDUction\n## Dimensions oF FocUs\n### time span","[{\"question\":\"What attention dimensions does the paper propose for video game players?\",\"answer\":\"The paper proposes four dimensions: time span, sensorial scope, frame, and actuation automation.\"},{\"question\":\"What states of attention are considered across these dimensions?\",\"answer\":\"Each dimension can express three alternative states: focused, defocused, and unfocused.\"},{\"question\":\"How do time span variations affect gameplay?\",\"answer\":\"Short time spans promote fast-paced action and quick decision-making, while long or no time spans enable different types of gameplay by changing the temporal constraints relative to the player’s activities.\"}]","Un-De-FocUseD - Variations oF attention in player action in ViDeo games | PDF",1788541622]