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轻度电子游戏游玩与快速序列视觉呈现目标的视觉处理增强有关。

Light Video Game Play is Associated with Enhanced Visual Processing of Rapid Serial Visual Presentation Targets.

作者信息

Howard Christina J, Wilding Robert, Guest Duncan

机构信息

Nottingham Trent University, United Kingdom.

出版信息

Perception. 2017 Feb;46(2):161-177. doi: 10.1177/0301006616672579. Epub 2016 Oct 4.

DOI:10.1177/0301006616672579
PMID:27697909
Abstract

There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play. Observers were less accurate at discriminating the orientation of a second target within the stream if it occurred shortly after presentation of the first target, that is to say, they were subject to the attentional blink (AB). We find no evidence for any reduction in AB in LVGPs compared with NVGPs.

摘要

有混合证据表明,电子游戏玩家(VGPs)在感知和注意力任务中的表现可能比非电子游戏玩家(NVGPs)更好。快速序列视觉呈现任务就是这样一个例子,在该任务中,观察者要对一系列连续呈现的项目流中嵌入的两个连续目标做出反应。我们在这个任务上测试了轻度电子游戏玩家(LVGPs)和非电子游戏玩家(NVGPs)。无论LVGPs是否也试图对第一个目标做出反应,他们在正确识别第二个目标方面都表现得更好。LVGPs的这种表现优势表明,即使只是进行非常适度的游戏,对于短暂呈现的刺激,视觉处理能力也会增强。如果第二个目标在第一个目标呈现后不久出现,观察者在辨别项目流中第二个目标的方向时就不太准确,也就是说,他们会受到注意瞬脱(AB)的影响。我们没有发现与NVGPs相比,LVGPs的注意瞬脱有任何减少的证据。

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