• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

Computer games: a double-edged sword?

作者信息

Sun De-Lin, Ma Ning, Bao Min, Chen Xang-Chuan, Zhang Da-Ren

机构信息

Hefei National Laboratory for Physical Sciences, Microscale and School of Life Sciences, University of Science & Technology of China, Hefei, Anhui, China.

出版信息

Cyberpsychol Behav. 2008 Oct;11(5):545-8. doi: 10.1089/cpb.2007.0145.

DOI:10.1089/cpb.2007.0145
PMID:18817481
Abstract

Excessive computer game playing (ECGP) has already become a serious social problem. However, limited data from experimental lab studies are available about the negative consequences of ECGP on players' cognitive characteristics. In the present study, we compared three groups of participants (current ECGP participants, previous ECGP participants, and control participants) on a Multiple Object Tracking (MOT) task. The previous ECGP participants performed significantly better than the control participants, which suggested a facilitation effect of computer games on visuospatial abilities. Moreover, the current ECGP participants performed significantly worse than the previous ECGP participants. This more important finding indicates that ECGP may be related to cognitive deficits. Implications of this study are discussed.

摘要

相似文献

1
Computer games: a double-edged sword?
Cyberpsychol Behav. 2008 Oct;11(5):545-8. doi: 10.1089/cpb.2007.0145.
2
Action Video Games Improve Direction Discrimination of Parafoveal Translational Global Motion but Not Reaction Times.动作视频游戏可改善对中央凹旁平移全局运动的方向辨别能力,但不能缩短反应时间。
Perception. 2016 Oct;45(10):1193-202. doi: 10.1177/0301006616663215. Epub 2016 Aug 5.
3
Enhancing cognition with video games: a multiple game training study.用视频游戏增强认知能力:一项多游戏训练研究。
PLoS One. 2013;8(3):e58546. doi: 10.1371/journal.pone.0058546. Epub 2013 Mar 13.
4
Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old.18 至 80 岁成年人玩休闲视频游戏的原因和感知益处。
Cyberpsychol Behav Soc Netw. 2013 Dec;16(12):892-7. doi: 10.1089/cyber.2012.0705. Epub 2013 Aug 24.
5
Playing an action video game reduces gender differences in spatial cognition.玩动作类电子游戏可减少空间认知方面的性别差异。
Psychol Sci. 2007 Oct;18(10):850-5. doi: 10.1111/j.1467-9280.2007.01990.x.
6
Action video game modifies visual selective attention.动作电子游戏会改变视觉选择性注意。
Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
7
A negative association between video game experience and proactive cognitive control.视频游戏体验与主动认知控制之间呈负相关。
Psychophysiology. 2010 Jan 1;47(1):34-42. doi: 10.1111/j.1469-8986.2009.00925.x. Epub 2009 Oct 8.
8
Action video games do not improve the speed of information processing in simple perceptual tasks.动作电子游戏并不能提高简单感知任务中的信息处理速度。
J Exp Psychol Gen. 2014 Oct;143(5):1794-805. doi: 10.1037/a0036923. Epub 2014 Jun 16.
9
Project DyAdd: visual attention in adult dyslexia and ADHD.项目 DyAdd:成人诵读困难和 ADHD 中的视觉注意力。
Brain Cogn. 2012 Dec;80(3):311-27. doi: 10.1016/j.bandc.2012.08.002. Epub 2012 Oct 6.
10
Cognitive pitfall! Videogame players are not immune to dual-task costs.认知陷阱!电子游戏玩家也无法避免双重任务成本。
Atten Percept Psychophys. 2012 Jul;74(5):803-9. doi: 10.3758/s13414-012-0323-y.

引用本文的文献

1
Impulsivity-related right superior frontal gyrus as a biomarker of internet gaming disorder.与冲动性相关的右侧额上回作为网络游戏障碍的生物标志物。
Gen Psychiatr. 2023 Aug 10;36(4):e100985. doi: 10.1136/gpsych-2022-100985. eCollection 2023.
2
The Relationship between Mobile Phone Dependence and Subjective Well-Being of College Students in China: A Moderated Mediation Model.中国大学生手机依赖与主观幸福感的关系:一个有调节的中介模型
Healthcare (Basel). 2023 May 11;11(10):1388. doi: 10.3390/healthcare11101388.
3
Hierarchical Linear Model of Internet Addiction and Associated Risk Factors in Chinese Adolescents: A Longitudinal Study.
中国青少年网络成瘾的层次线性模型及其相关风险因素:一项纵向研究。
Int J Environ Res Public Health. 2022 Oct 27;19(21):14008. doi: 10.3390/ijerph192114008.
4
Problematic Internet Usage and Self-Esteem in Chinese Undergraduate Students: The Mediation Effects of Individual Affect and Relationship Satisfaction.大学生网络成瘾与自尊:个体情感和关系满意度的中介作用
Int J Environ Res Public Health. 2021 Jun 29;18(13):6949. doi: 10.3390/ijerph18136949.
5
Personality and Psychological Factors of Problematic Internet Gamers Seeking Hospital Treatment.寻求住院治疗的问题网络游戏玩家的人格和心理因素。
Front Psychiatry. 2019 Aug 28;10:583. doi: 10.3389/fpsyt.2019.00583. eCollection 2019.
6
Differential regional gray matter volumes in patients with on-line game addiction and professional gamers.在线游戏成瘾者和职业游戏玩家的大脑灰质体积的差异。
J Psychiatr Res. 2012 Apr;46(4):507-15. doi: 10.1016/j.jpsychires.2012.01.004. Epub 2012 Jan 25.
7
Stuck on screens: patterns of computer and gaming station use in youth seen in a psychiatric clinic.沉迷于屏幕:精神病诊所中青少年使用电脑和游戏设备的模式。
J Can Acad Child Adolesc Psychiatry. 2011 May;20(2):86-94.