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延伸视觉注意力的极限:以动作视频游戏为例。

Stretching the limits of visual attention: the case of action video games.

机构信息

Department of Brain and Cognitive Sciences, University of Rochester, Rochester, NY, USA.

Department of Psychology, University of Minnesota, Minneapolis, MN, USA.

出版信息

Wiley Interdiscip Rev Cogn Sci. 2011 Mar;2(2):222-230. doi: 10.1002/wcs.116. Epub 2010 Nov 17.


DOI:10.1002/wcs.116
PMID:26302012
Abstract

Visual attention is the set of mechanisms by which relevant visual information is selected while irrelevant information is suppressed, thus allowing the observer to function in a world made up of nearly infinite visual information. Recently, those who habitually play video games have been documented to outperform novices in a variety of visual attentional capabilities, including attention in space, in time, and to objects. Training studies have established similar improvements in groups of nongamers given experience playing these video games. Critically, not all video games seem to have such a beneficial effect on attention; it seems that fast-paced, embodied visuo-motor tasks that require divided attention (tasks commonly found in popular action games like Halo) have the greatest effect. At the core of these action video game-induced improvements appears to be a remarkable enhancement in the ability to efficiently deploy endogenous attention. The implications of such an enhancement are relevant to a variety of real-world applications, such as work force training, rehabilitation of clinical populations, and improvement of traditional educational approaches. WIREs Cogni Sci 2011 2 222-230 DOI: 10.1002/wcs.116 For further resources related to this article, please visit the WIREs website.

摘要

视觉注意力是指一组机制,通过这些机制可以选择相关的视觉信息,同时抑制不相关的信息,从而使观察者能够在由几乎无限的视觉信息组成的世界中运作。最近,有记录显示,经常玩视频游戏的人在各种视觉注意力能力方面优于新手,包括空间注意力、时间注意力和对物体的注意力。培训研究表明,让非游戏玩家体验这些视频游戏也能获得类似的提高。至关重要的是,并非所有视频游戏似乎都对注意力有这种有益的影响;似乎快节奏、需要分散注意力的具身视动任务(常见于流行的动作游戏,如《光环》)效果最大。这些动作视频游戏引起的改善的核心似乎是一种显著增强的有效分配内源性注意力的能力。这种增强的影响与各种现实世界的应用相关,例如劳动力培训、临床人群的康复以及传统教育方法的改进。WIREs Cogni Sci 2011 2 222-230 DOI: 10.1002/wcs.116 如需本文相关资源,请访问 WIREs 网站。

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