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关于动作类电子游戏对视觉和注意力产生因果影响的案例。

The case for causal influences of action videogame play upon vision and attention.

作者信息

Kristjánsson Árni

机构信息

Department of Psychology, School of Health Sciences, University of Iceland, Gimli v. Sturlugötu, 101 Reykjavik, Iceland.

出版信息

Atten Percept Psychophys. 2013 May;75(4):667-72. doi: 10.3758/s13414-013-0427-z.

DOI:10.3758/s13414-013-0427-z
PMID:23386038
Abstract

Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.

摘要

在过去十年中,令人兴奋的研究结果浮出水面,表明日常玩动作类电子游戏能提高注意力和感知技能。显然,在多目标跟踪、有用视野测试和任务切换过程中的表现有所提升,对比敏感度和空间分辨率阈值降低,并且通过对动作类电子游戏的短期训练,注意瞬脱和逆向掩蔽现象有所减轻。这些都是了不起的发现,为注意力训练和注意力功能障碍的治疗带来了希望。虽然这些发现很有趣,但电子游戏玩法产生因果影响的证据并不像人们常声称的那么有力。在许多研究中,对有游戏经验的观察者和没有游戏经验的观察者进行了测试。这类研究并未涉及因果关系,因为未对预先存在的差异进行控制。其他研究则调查了电子游戏玩法的训练情况,有一些关于训练益处的证据。然而,方法上的缺陷和潜在的混杂因素限制了它们的影响力,而且这些研究结果并非总能得到重复验证。目前尚无关于电子游戏训练的纵向研究,但可能需要这类研究来提供关于电子游戏训练的任何益处以及与预先存在的差异之间的任何相互作用的确切答案。本文提出了方法改进的建议,包括对纵向研究的建议。这类研究对于注意力训练领域充分发挥其潜力可能至关重要。

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