Hum Factors. 2014 May;56(3):443-52. doi: 10.1177/0018720813499930.
A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks.
Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks.
Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added.
Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers.
These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task.
Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.
使用高保真街道穿越模拟器来测试以下假设,即有经验的动作视频游戏玩家在复杂任务中的双重任务成本方面比非游戏玩家更不易受到影响。
先前的研究表明,动作视频游戏玩家在许多感知和注意力的单项任务测试中表现优于非玩家。然而,目前尚不清楚动作视频游戏玩家在复杂的、需要分散注意力的任务中是否表现优于非玩家。
有经验的动作视频游戏玩家和非玩家在高保真模拟器中完成街道穿越任务。参与者在手动跑步机上行走以穿越街道。在某些穿越中,会增加认知要求高的工作记忆任务。
分散注意力会导致更多的碰撞和增加决策时间。重要的是,这些双重任务成本对于动作视频游戏玩家和非玩家来说是相当的。
这些结果表明,动作视频游戏玩家在复杂任务中同样容易受到分散注意力的成本的影响。
与动作视频游戏体验相关的感知和注意力优势可能不会转化为复杂的现实世界任务中的表现优势。