Suppr超能文献

24岁时越过顶峰:在一项生态效度良好的电子游戏任务中,与年龄相关的反应时间持续性认知运动衰退在成年早期就已开始。

Over the hill at 24: persistent age-related cognitive-motor decline in reaction times in an ecologically valid video game task begins in early adulthood.

作者信息

Thompson Joseph J, Blair Mark R, Henrey Andrew J

机构信息

Department of Psychology, Simon Fraser University, Burnaby, British Columbia, Canada.

Department of Statistics and Actuarial Science, Simon Fraser University, Burnaby, British Columbia, Canada.

出版信息

PLoS One. 2014 Apr 9;9(4):e94215. doi: 10.1371/journal.pone.0094215. eCollection 2014.

Abstract

Typically studies of the effects of aging on cognitive-motor performance emphasize changes in elderly populations. Although some research is directly concerned with when age-related decline actually begins, studies are often based on relatively simple reaction time tasks, making it impossible to gauge the impact of experience in compensating for this decline in a real world task. The present study investigates age-related changes in cognitive motor performance through adolescence and adulthood in a complex real world task, the real-time strategy video game StarCraft 2. In this paper we analyze the influence of age on performance using a dataset of 3,305 players, aged 16-44, collected by Thompson, Blair, Chen & Henrey [1]. Using a piecewise regression analysis, we find that age-related slowing of within-game, self-initiated response times begins at 24 years of age. We find no evidence for the common belief expertise should attenuate domain-specific cognitive decline. Domain-specific response time declines appear to persist regardless of skill level. A second analysis of dual-task performance finds no evidence of a corresponding age-related decline. Finally, an exploratory analyses of other age-related differences suggests that older participants may have been compensating for a loss in response speed through the use of game mechanics that reduce cognitive load.

摘要

通常,关于衰老对认知运动表现影响的研究主要关注老年人群体的变化。尽管一些研究直接关注与年龄相关的衰退实际开始的时间,但这些研究往往基于相对简单的反应时间任务,因此无法衡量经验在现实世界任务中对弥补这种衰退的影响。本研究通过一项复杂的现实世界任务——即时战略电子游戏《星际争霸2》,调查了青少年和成年人在认知运动表现方面与年龄相关的变化。在本文中,我们使用汤普森、布莱尔、陈和亨利[1]收集的3305名年龄在16至44岁之间的玩家数据集,分析年龄对表现的影响。通过分段回归分析,我们发现与年龄相关的游戏内自发反应时间变慢始于24岁。我们没有发现证据支持普遍认为的专业技能应减轻特定领域认知衰退的观点。无论技能水平如何,特定领域的反应时间衰退似乎都持续存在。对双重任务表现的第二项分析没有发现相应的与年龄相关衰退的证据。最后,对其他与年龄相关差异的探索性分析表明,年长的参与者可能通过使用降低认知负荷的游戏机制来弥补反应速度的损失。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f188/3981764/5f1d1a2c46b4/pone.0094215.g001.jpg

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