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计数与多目标追踪:以动作电子游戏玩家为例。

Enumeration versus multiple object tracking: the case of action video game players.

作者信息

Green C S, Bavelier D

机构信息

Department of Brain and Cognitive Sciences, University of Rochester, RC 270268, Meliora Hall, Rochester, NY 14627-0268, USA.

出版信息

Cognition. 2006 Aug;101(1):217-45. doi: 10.1016/j.cognition.2005.10.004. Epub 2005 Dec 15.

Abstract

Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.

摘要

在此,我们证明动作类电子游戏玩法可提高受试者在两项任务中的能力,这两项任务被认为能表明可感知的物品数量。使用一项枚举任务,即参与者必须确定快速闪烁方块的数量,准确性测量结果显示,对于较小的数字,表现接近上限,而一旦达到关键数量的方块,表现就会急剧下降。重要的是,电子游戏玩家(VGPs)的这个关键数量比非电子游戏玩家(NVGPs)大约多两个物品。随后的对照研究表明,这种提高并非由于瞬间感知显示数量的能力增强(这一过程称为即时计数),而是由于较慢的更具序列性的计数过程得到了增强。为了证实电子游戏玩法有助于同时处理多个物体,我们在多物体跟踪任务(MOT)中比较了电子游戏玩家和非电子游戏玩家,该任务要求随着时间推移将注意力分配到多个物品上。电子游戏玩家能够成功跟踪的物品比非电子游戏玩家大约多两个。此外,接受动作类电子游戏训练的非电子游戏玩家证实了游戏玩法对这两项任务表现增强的因果效应。总之,这些研究证实了玩动作类电子游戏能提高可感知物体数量的观点,并表明这种提高是由视觉短期记忆技能的变化介导的。

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