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Gibson, J. J. (1966). The senses considered as perceptual systems. Boston: Houghton Mifflin.   
Last edited by: Mark Grimshaw-Aagaard 26/04/2013, 10:00
A useful definition of the word 'stimulus' from the psychological point of view: signifies "an object of some sort that is presented to or applied to an individual, rat or human, in a psychological experiment. ... It is what the investigator of behavior has arranged to control, while keeping everything else in the situation constant." p.28

Gibson describes a different meaning used in sensory physiology (light, smell, sound etc.) and states that there is a difference between stimuli and the sources of such stimuli. This leads to the distinction between the stimulus object and the "field of potential stimulation emanating from the source." p.28. An observer with receptive equipment is required in order for the stimulus to be effective or not.
Further definition of 'stimulus' for sensory physiology"

  1. A stimulus has a pattern in space -- what Gibson terms 'adjacent order'.
  2. A stimulus is structured in time - 'successive order'.
  3. As a consequence, a stimulus contains elements of constancy and elements of change.
Jennett, C. I. (2010). Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion. Unpublished thesis PhD, University College London, United Kingdom.   
Last edited by: Mark Grimshaw-Aagaard 21/09/2010, 09:17
"The interview findings of Study One revealed that due to their sense of progression in the game, players were less aware of time, changes in lighting (daylight turning to nightfall and vice versa) and changes in proprioception (fingers sore from button-pressing). Interestingly players also described themselves as being less aware of sounds - but some sounds more than others. Irrelevant distracters, such as the TV playing in the background, were less likely to be noticed than relevant distracters, such as someone calling your name (personally-relevant) or a sound related to the game but not coming from the game (gamerelevant). Thus we suggest that some kind an attention filter is at work for the processing of sounds during game-play: when a person is having a successful interaction with the game there is greater selectivity for relevance.

These findings concerning the processing of sounds share striking similarities with findings from the Auditory SA literature, particularly Treisman (1960)’s Attenuation Theory."
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