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玩家性别与侧向辨别能力及电子游戏表现的练习

Sex of player and practice in lateral discrimination and videogame performance.

作者信息

Tkacz S, LaForce P

机构信息

Kent State University, Burton, OH 44021, USA.

出版信息

Percept Mot Skills. 1998 Dec;87(3 Pt 2):1395-404. doi: 10.2466/pms.1998.87.3f.1395.

Abstract

Videogame sessions stimulating surrogate travel were used as navigational training for four days. Four paper-and-pencil measures were obtained to identify characteristics underlying acquisition of navigational skill. These included a map reading test to assess spatial orientation, a self-report questionnaire (Spatial Anxiety Scale) and two orientation tasks requiring discrimination of compass directions and relative position, i.e., right-left. Game performance was related to both scores on spatial anxiety and right-left discrimination. Skill acquisition curves did not differ for the 8 men and 13 women.

摘要

刺激替代性旅行的电子游戏环节被用作导航训练,为期四天。通过四项纸笔测试来确定获得导航技能背后的特征。这些测试包括一项评估空间定向的地图阅读测试、一份自我报告问卷(空间焦虑量表)以及两项要求辨别罗盘方向和相对位置(即左右)的定向任务。游戏表现与空间焦虑得分和左右辨别得分均相关。8名男性和13名女性的技能习得曲线并无差异。

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