Hartanto Andree, Toh Wei Xing, Yang Hwajin
School of Social Sciences, Singapore Management University, 90 Stamford Road, Level 4, Singapore, Singapore, 178903.
Atten Percept Psychophys. 2016 May;78(4):1125-36. doi: 10.3758/s13414-016-1068-9.
Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.
尽管先前的研究表明玩电子游戏可以提高认知能力,但最近的实证研究对这些发现提出了质疑(昂斯沃思等人,2015年)。为了调和这些不一致的发现,我们关注了电子游戏与任务切换之间的联系。此外,我们将电子游戏专业知识概念化为积极玩电子游戏的起始年龄,而不是近期游戏玩法的频率,因为它既反映了一个人玩电子游戏的时长,也反映了这个人是否在认知可塑性较高的时期开始玩游戏。我们发现,与近期游戏玩法的频率相比,积极开始玩游戏的年龄能更好地预测切换和混合成本;具体而言,在较小年龄开始玩电子游戏的玩家在任务切换方面比那些在较晚年龄开始玩的玩家获得了更大的益处。此外,与混合成本相比,改善切换成本需要更长时间的电子游戏体验;这一发现表明,某些认知能力受益于不同数量的电子游戏体验。