Evaluating Preattentive Processing in Game Settings with Consistent
Visual Scenes
Ilir Jusufi
a
and Niclas Andersson
Department of Computer Science, Blekinge Institute of Technology, Karlskrona, Sweden
Keywords:
Preattentive Processing, Video Games.
Abstract:
Preattentive processing refers to the human brain’s ability to rapidly detect specific visual features before
conscious awareness. This study evaluates the effectiveness of preattentive processing in identifying objects
with distinct features—motion, color, and shape—within controlled 3D game-like environments. Participants
were shown a series of short game runs, each containing an object designed with one of these preattentive
attributes, and were tasked with identifying these objects within a 250-millisecond window, the time frame
optimal for preattentive processing. To minimize confounding variables, the visual complexity of the scenes
was kept consistent, ensuring a uniform look and feel across trials. Results reveal that motion and color are
highly effective in guiding attention, with participants achieving near-perfect accuracy. In contrast, shape
detection was notably less accurate, with greater variability in responses, suggesting that shape may be less
effective as a preattentive feature in visually dense 3D environments. Additionally, participants with gaming
experience demonstrated better performance in shape-based tasks, hinting at the influence of prior visual
processing experience. These findings contribute to understanding how visual complexity and uniformity
impact preattentive processing in digital environments, with practical implications for designing visual tasks,
game environments, and interfaces that guide user attention more effectively.
1 INTRODUCTION
1.1 Background
Preattentive processing has been extensively studied
in controlled 2D environments, where features such
as color, motion, shape, and spatial orientation are
used to guide attention effectively (Chih and Parker,
2008) (Healey and Enns, 2012) (Ware, 2012). These
environments, often used in information visualiza-
tion and user interface design, allow for minimal
visual distractions, enabling preattentive attributes
(used interchangeably with the term preattentive fea-
tures throughout this paper) to stand out clearly. Pre-
vious research has demonstrated the power of these
attributes in focusing attention quickly and efficiently.
As interactive 3D environments, particularly
video games, have become more prevalent, ques-
tions have arisen about the efficacy of preattentive
features in more visually complex and dynamic set-
tings. Game environments often contain a wealth of
dense visual information, where distractors can vary
a
https://orcid.org/0000-0001-6745-4398
not only in number but also in form, color, and mo-
tion, potentially overwhelming players (El-Nasr and
Yan, 2006). Moreover, recent work suggests that the
process of feature binding and perception may pro-
ceed independently of top-down selective attention
and conscious awareness, with peripheral vision in-
troducing information loss that can affect attention
shifts (Rosenholtz et al., 2012). This understanding
highlights the potential for preattentive processing to
function in visually rich environments without over-
whelming the player.
El-Nasr and Yan (El-Nasr and Yan, 2006) empha-
sized the importance of understanding visual attention
patterns in 3D game environments to improve game
design, showing that player attention can be guided
more effectively through intentional adjustments to
level design, textures, and object placement. In fast-
paced 3D games, where conditions change rapidly,
traditional methods for studying attention may fall
short, making research on preattentive processing cru-
cial for enhancing gameplay.
Hsiao et al. (Hsiao et al., 2021) extended this
discussion by introducing a method for analyzing
user interactions in 3D navigational spaces using eye-
464
Jusufi, I. and Andersson, N.
Evaluating Preattentive Processing in Game Settings with Consistent Visual Scenes.
DOI: 10.5220/0013128700003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 464-471
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
tracking technology. Their work proposed 3D object
attention heat maps that allow for a better understand-
ing of how visual stimuli guide user attention in inter-
active environments. These insights can be directly
applied to video games, where understanding player
interactions with 3D objects can inform more effi-
cient object placement and visual design. This ap-
proach aligns with the goal of optimizing gameplay
by leveraging preattentive processing to guide atten-
tion in complex environments.
Warnhag and Wedzinga’s study further explored
preattentive attributes in both 2D and 3D video game
scenes, examining visual variables like color, motion,
and texture, with a focus on player perception and
performance. They found that while red hues cap-
tured attention effectively, the application of preatten-
tive attributes in complex environments, particularly
in 3D scenes, requires careful balancing. Overusing
saliency can divide attention and degrade the user ex-
perience (Warnhag and Wedzinga, 2019).
In contrast, our study pushes this research fur-
ther by focusing on 3D environments that are visually
denser and have more complex lighting. By isolating
specific preattentive attributes like motion, color, and
shape in uniform game-like scenes filled with poten-
tial distractors, we aim to assess the real-world ap-
plicability of these features in guiding attention. The
findings of Warnhag and Wedzinga, along with the
contributions of Hsiao et al. (Hsiao et al., 2021), align
with our approach, reinforcing the importance of bal-
ancing visual saliency and scene complexity to main-
tain effective preattentive processing in highly inter-
active, dynamic environments.
Recent research has also highlighted the role
of preattentive processing in professional settings
such as aviation, where color-coded head-up displays
(HUDs) are used to improve pilot performance by en-
abling quick visual recognition (Blundell et al., 2020).
Similar to game environments, these displays help re-
duce cognitive load by leveraging preattentive fea-
tures like color to guide attention. This study is par-
ticularly relevant to our work, as it provides further
evidence that color, when used effectively, can en-
hance task performance in complex visual settings.
By drawing parallels between these distinct envi-
ronments, we further underscore the applicability of
preattentive features beyond gaming, extending their
relevance to professional, high-stakes domains.
1.2 Objective and Contributions
The primary objective of this study is to evaluate
how well preattentive features—motion, color, and
shape—are detected in controlled, consistent 3D en-
vironments. The secondary goal is to understand the
role of uniformity in facilitating or hindering the de-
tection process.
The main contributions of this paper are as fol-
lows:
A novel experimental setup designed to isolate
preattentive features in visually consistent 3D
game-like environments.
Empirical evidence demonstrating the detection
accuracy of preattentive features—motion, color,
and shape—within controlled 3D settings.
Insights into how different preattentive features
(motion, color, shape) perform in comparison to
each other, with shape showing reduced detection
accuracy.
An analysis of the influence of prior gaming expe-
rience on the ability to detect preattentive features,
particularly shape.
Practical recommendations for game designers to
leverage motion and color for guiding player at-
tention in complex visual environments.
1.3 Paper Organization
The remainder of this paper is structured as follows:
Section 2 describes the experimental setup and meth-
ods used for evaluating preattentive processing in
consistent 3D environments. Section 3 presents the
results of the experiments, including the accuracy of
object detection based on motion, color, and shape at-
tributes. Section 4 provides a discussion of the find-
ings, their implications for game design, and compar-
isons with related work. Finally, Section 5 concludes
the paper by summarizing the key takeaways and po-
tential directions for future research.
2 METHOD
2.1 Experiment Setup
The experiment was designed to evaluate the effec-
tiveness of preattentive attributes—specifically, mo-
tion, color, and shape—in a controlled, game-like set-
ting. The goal was to assess how well participants
could detect objects that stood out based on these at-
tributes within a consistent visual environment. This
consistency was crucial in isolating the preattentive
features without introducing additional visual com-
plexity that might confound the results.
The experiment was conducted online using a
web-based platform. Participants accessed the study
Evaluating Preattentive Processing in Game Settings with Consistent Visual Scenes
465
Figure 1: The visual scene used in experiments. The boxes serve as distractors.
from their own devices, where they completed the
tasks in their usual environment. This allowed for
flexible participation but also introduced potential
variability in screen sizes and resolutions, which were
controlled to the extent possible through instructions
given at the beginning of the study.
The visual scenes were designed to resemble sim-
plified 3D game environments, with a metal door at
the center and uniform brick walls on either side (see
Fig. 1). Scattered across the stone floor were wooden
crates, which served as distractor objects. Amidst
these crates, one object was designed to stand out in
each scene, either by:
Motion. Objects moving along the x-, y-, or z-
axis (Table 1).
Color. A single object with a distinct hue, in con-
trast to the light brown crates (Table 2).
Shape. A non-square form, differing from the
otherwise even wooden crates (Table 3).
Each scene was presented for a duration of 250
milliseconds, a timeframe chosen based on estab-
lished research indicating that this is the optimal dura-
tion for preattentive processing to occur (Healey and
Enns, 2012) (Ware, 2012). This rapid exposure en-
sured that participants had to rely on their preattentive
Figure 2: The grid shown in-between scenes in the experi-
ment used to help subjects articulate target locations.
capabilities to detect the standout object, rather than
focused attention or deliberate search strategies.
After each scene, participants were presented with
a grid overlay (see Fig. 2), which helped them indicate
the approximate location of the target object. This
grid system allowed participants to express both the
attribute that made the object stand out and its spa-
tial location in the scene, providing a dual measure of
accuracy.
The nine scenes alternated between the three
preattentive groups—motion, color, and shape (see
Fig. 3). This structure ensured that participants were
exposed to each feature type multiple times, allowing
for comparisons across different attributes. By rotat-
ing the type of preattentive feature in each scene, we
minimized the likelihood that participants could an-
ticipate the nature of the standout object, ensuring that
their reactions were genuine and based on the imme-
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
466
Table 1: Motion Levels with descriptions and corresponding scene images.
Level Description Scene Image
Level 1 Motion along the X-axis from B3 to B2
Level 5 Motion along the Y-axis from C1 to B1
Level 7 Motion along the Z-axis in C3
diate visual input.
All participants received the same instructions,
emphasizing that the goal was to quickly identify the
standout object based on its preattentive attribute. To
avoid any influence from external variables, the ex-
perimental environment remained constant, with no
audio distractions or external stimuli that might have
interfered with the visual processing task.
The choice of consistent scenes was made to elim-
inate the effect of environmental complexity on the
ability to detect preattentive attributes. The visual
design of each scene, with repeated crate patterns
and minimal variations, ensured that the standout ob-
ject’s feature was the sole distinguishing factor. This
approach allowed for a focused investigation of the
power of preattentive attributes in uniform settings,
without the added variable of changing or distracting
backgrounds.
2.2 Participants
The experiment involved 11 participants, with ages
ranging from 21 to 55, recruited from a mix of back-
grounds. Of the participants, 8 had prior experience
playing video games, particularly fast-paced games
that require rapid visual processing, such as first-
person shooters. The remaining 3 participants re-
ported minimal gaming experience, which allowed
for a balanced comparison of performance between
experienced and novice individuals. This mix was
crucial for investigating how familiarity with visu-
ally complex environments influences the detection
of preattentive attributes. All participants had nor-
mal or corrected-to-normal vision and were screened
to ensure they were free of any visual impairments
that might interfere with their ability to detect color,
motion, or shape. No personal data other than gender
and age was collected, and participants gave informed
consent before the experiment began.
3 RESULTS
The primary objective of this study was to assess the
effectiveness of preattentive attributes—movement,
shape, and color—in a controlled 3D game-like en-
vironment. Participants were tasked with identifying
standout objects based on these attributes in visually
Evaluating Preattentive Processing in Game Settings with Consistent Visual Scenes
467
Table 2: Color Levels with descriptions and corresponding scene images.
Level Description Scene Image
Level 2 Red box in B3
Level 4 Blue box in B1
Level 8 Box with a blue outline in B3/C3
Start Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
Level 9
End
Movement Levels Color Levels Shape Levels
Figure 3: This diagram illustrates the experimental process in sequential order of levels. The participants proceed through
each level, starting from Level 1 and ending at Level 9. Between each arrow after Level 1, a grid was shown to participants
for selecting the standout object (refer to Fig. 2).
consistent scenes, designed to minimize distractions
and complexity. The data was analyzed to evaluate
detection accuracy across the three features.
3.1 Performance by Preattentive
Feature
The analysis revealed clear differences in participant
performance across the three preattentive features:
movement, shape, and color (see Fig. 4). Movement
and color achieved perfect detection, with partici-
pants identifying objects based on these features at an
average accuracy of 100% (SD = 0.00). This suggests
that both movement and color stand out effectively,
even in visually consistent game-like environments.
However, shape-based detection was significantly
less reliable, with an average accuracy of 70% (SD
= 0.46) (see Fig. 5). This greater variability in per-
formance, reflected by the higher standard deviation,
suggests that shape is a less salient preattentive fea-
ture. The subtle differences between the distractor
objects (e.g., crates) and the target shape likely con-
tributed to this inconsistency, making shape-based
identification more challenging for participants.
3.2 Overall Participant Performance
Overall, participants demonstrated strong perfor-
mance in detecting movement and color, with total
correct responses reaching 100%. However, the dis-
parity in shape detection highlights a potential chal-
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
468
Table 3: Shape Levels with descriptions and corresponding scene images.
Level Description Scene Image
Level 3 Oblong box in C1
Level 6 Sphere in B2/B3
Level 9 Large skewed cube across B1/B2/C1/C2 (Parallelepiped)
Figure 4: Participants identified the target with 100% ac-
curacy when the standout feature was color or movement.
However, shape showed more inconsistent results.
lenge when using shape as a preattentive cue in game-
like environments. The results indicate that shape-
based detection is more complex, potentially due to
subtle variations in object forms, lighting, or environ-
mental factors influencing perception.
Interestingly, participants with more extensive ex-
perience in fast-paced video games showed better per-
formance in shape-based tasks, as shown in Fig. 5.
Three participants, all with little to no gaming experi-
ence, failed to identify any shape-based targets. While
Figure 5: Distribution of participants who achieved 3, 2, 1,
and 0 correct answers for the shape attribute.
this finding is anecdotal, it suggests that familiarity
with 3D environments may enhance preattentive pro-
cessing of shape, adding a potential layer of variabil-
ity in performance based on prior experience.
Evaluating Preattentive Processing in Game Settings with Consistent Visual Scenes
469
4 DISCUSSION
4.1 Implications for Game Design
The study’s results demonstrate that motion and color
are highly effective preattentive features in guiding
attention within complex 3D environments. Partic-
ipants consistently performed with perfect accuracy
across all motion and color-related tasks, emphasizing
the saliency of these attributes even when the scene’s
complexity is controlled. This finding supports the
use of movement and color as reliable attention-
guiding cues in game design. For game developers,
leveraging these features could enhance the player ex-
perience by intuitively directing focus to key in-game
elements, particularly in fast-paced or visually dense
scenarios.
However, shape detection presented a challenge,
as reflected in lower accuracy rates across shape-
related tasks. Participants showed more variability in
detecting objects based on shape, with the lowest av-
erage accuracy in Level 3. This suggests that shape,
while an essential visual feature, may require greater
differentiation in 3D environments to be effectively
recognized. Subtle variations between objects were
not as easily detected by participants, highlighting the
need for additional emphasis on shape cues if they are
to play a significant role in guiding player attention.
Moreover, an interesting pattern emerged in rela-
tion to participants’ gaming experience. Those with
prior exposure to fast-paced video games performed
better in shape detection tasks compared to partici-
pants with minimal gaming experience. This obser-
vation suggests that familiarity with visually com-
plex environments may enhance the ability to detect
preattentive features like shape, potentially through
better-developed visual processing skills. This find-
ing could inform game design for various player skill
levels, tailoring experiences to ensure that essential
elements stand out clearly for both novice and experi-
enced players.
4.2 Comparison to Related Work
Warnhag and Wedzinga’s study investigated preat-
tentive attributes in simpler 2D and 3D graphical
scenes. Their work, focusing on visual variables such
as color, motion, and texture, revealed that while red
hues captured attention effectively, their Time to First
Fixation (TTFF) means for visual elements were con-
sistently above 250 milliseconds, a threshold typically
associated with preattentive processing (Warnhag and
Wedzinga, 2019). This suggests that their experimen-
tal setup may not have fully tested the classic defi-
nition of preattentive processing, particularly in their
3D scenes.
In contrast, our experiment methodology ensures
that we adhere to the literature’s definition of preat-
tentive processing, with visual features designed to be
detectable within the 200–250 millisecond window.
By maintaining consistency in scene design and con-
trolling the number of potential distractors, our study
isolates the effectiveness of motion, color, and shape
as preattentive attributes. This methodological rigor
ensures that our findings align more closely with the
established understanding of preattentive processing,
demonstrating that these attributes remain effective
even in visually dense environments, provided that vi-
sual complexity is carefully managed.
Similarly, Blundell et al. (Blundell et al., 2020)
highlight the importance of color coding in improv-
ing task performance in complex visual environments,
such as aviation head-up displays (HUDs). Their find-
ings show that color can act as a preattentive feature,
helping pilots to quickly detect critical information,
much like in our study, where color improves detec-
tion in game-like scenes. While Blundell et al. focus
on professional settings like aviation, both studies un-
derscore the broader applicability of preattentive pro-
cessing, particularly the role of color in reducing cog-
nitive load and improving response time in dynamic
environments.
4.3 Limitations
A limitation of this study is the uniformity of the vi-
sual scenes, which were designed to control for po-
tential confounding factors. While this approach al-
lows us to isolate the effectiveness of preattentive fea-
tures, it may limit the generalizability of the findings
to more visually diverse game environments. Future
research should explore how these features function in
more varied and dynamic settings, where visual stim-
uli may differ significantly in form, size, and motion.
Another limitation is the variability in partici-
pants’ display conditions. Since the experiment was
conducted online, participants used different devices
with varying screen sizes, resolutions, and refresh
rates. These factors may have influenced how effec-
tively participants were able to detect preattentive at-
tributes, particularly motion, which can appear differ-
ently depending on display settings. Future studies
should consider conducting experiments in more con-
trolled environments to ensure consistency across vi-
sual conditions.
Moreover, the limited sample size (11 partici-
pants) might restrict the statistical power of the find-
ings. A larger and more diverse sample would provide
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
470
more robust conclusions and allow for more general-
izable insights into how preattentive processing func-
tions in different populations. Future work could also
benefit from including a more diverse participant pool
in terms of age, cultural background, and prior ex-
perience with digital environments, to better reflect a
broader audience.
Finally, while this study focused on motion, color,
and shape, other important preattentive features such
as luminance, texture, or depth cues were not tested.
These features may play a critical role in guiding at-
tention in 3D environments and should be considered
in future work. Investigating how these additional
features interact with each other in complex settings
will provide a more comprehensive understanding of
preattentive processing.
5 CONCLUSION
This study explored the effectiveness of preattentive
attributes—motion, color, and shape—in guiding at-
tention within a consistent 3D game-like environ-
ment. The findings indicate that motion and color re-
main highly effective preattentive features, with par-
ticipants demonstrating perfect accuracy in identify-
ing objects based on these attributes. In contrast,
shape proved to be less effective, with greater vari-
ability in detection accuracy. This highlights potential
limitations in using shape as a standalone cue in com-
plex visual settings, particularly when the differences
between objects are subtle.
These results have significant implications for
game design, suggesting that motion and color should
be prioritized as key elements for directing player at-
tention in visually dense environments. On the other
hand, additional emphasis on shape, such as using
more distinct forms, may be necessary to ensure its
effectiveness in guiding attention. Furthermore, the
study revealed that players with more experience in
visually complex games performed better in shape
detection, underscoring the importance of consider-
ing player experience when designing visual tasks in
games.
Overall, this research provides valuable insights
into how preattentive features function in game en-
vironments and offers practical recommendations for
enhancing player focus and experience through effec-
tive visual design.
ACKNOWLEDGEMENTS
This work was supported by the Knowledge Foun-
dation, Sweden, through the project “Rekryteringar
21, Universitetslektor i spelteknik” under Contract
20210077.
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