
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
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