Measure of attention over time using the attention blink paradigm, (a) Black letters were rapidly presented sequentially at fixation. At a random time in the stream, a white letter was presented. After this first target, an ‘X’ was presented at some point in the remainder of the trial, 50% of the time. After the trial, participants reported the identity of the white letter and indicated whether or not the ‘X’ was presented. Of interest is the performance of participants on detecting the ‘X’, given that they correctly identified the white letter, (b) VGP & NVGP performance. At early lags, VGPs performed better (less blink) than NVGPs; as lag increased, the effect of the attentional bottlenecks decreased, and, as expected, the performances of the two populations were comparable, (c) Performance before and after training. The group trained on an action video game recovered faster from the attentional blink than did the group trained on a non-action video game. Error bars denote SEMs, *= P < 0.05, **= P < 0.01. (From Green & Bavelier, 2003).