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玩电子游戏对注意力、记忆力和执行控制能力的影响。

The effects of video game playing on attention, memory, and executive control.

作者信息

Boot Walter R, Kramer Arthur F, Simons Daniel J, Fabiani Monica, Gratton Gabriele

机构信息

Beckman Institute, Department of Psychology, University of Illinois, Urbana-Champaign, Urbana, IL 61801, USA.

出版信息

Acta Psychol (Amst). 2008 Nov;129(3):387-98. doi: 10.1016/j.actpsy.2008.09.005. Epub 2008 Oct 16.

Abstract

Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

摘要

专业电子游戏玩家在基本注意力和表现的测量指标上往往比非玩家更出色。这种差异可能源于接触电子游戏,也可能反映了玩电子游戏和不玩电子游戏的人群之间的其他群体差异。最近的研究表明,玩动作电子游戏与多种视觉和注意力技能的提升之间存在因果关系(例如,[格林,C.S.,& 巴维利尔,D.(2003年)。动作电子游戏改变视觉选择性注意。《自然》,423,534 - 537])。当前的研究试图通过考察专家/非玩家差异以及电子游戏对涉及更广泛认知能力(包括注意力、记忆力和执行控制)任务的影响来复制和扩展这些结果。非玩家玩了20多个小时的动作电子游戏、益智游戏或即时战略游戏。专业玩家和非玩家在一些基本认知技能上存在差异:专家能够追踪以更高速度移动的物体,能更好地检测存储在视觉短期记忆中的物体的变化,能更快地从一项任务切换到另一项任务,并且能更高效地在脑海中旋转物体。引人注目的是,大量的电子游戏练习并没有在大多数认知任务上显著提高非玩家的表现,尽管他们在心理旋转表现上确实有一定程度的提升。我们的研究结果表明,电子游戏专家和非玩家在基本认知表现上的至少一些差异要么源于更广泛的电子游戏体验,要么源于能力上预先存在的群体差异导致的自我选择效应。

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