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竞技动作电子游戏玩家在在线电子游戏过程中表现出向右的误差偏差。

Competitive action video game players display rightward error bias during on-line video game play.

作者信息

Roebuck Andrew J, Dubnyk Aurora J B, Cochran David, Mandryk Regan L, Howland John G, Harms Victoria

机构信息

a Department of Physiology , University of Saskatchewan , Saskatoon , Canada.

b Department of Psychology , University of Saskatchewan , Saskatoon, SK , Canada.

出版信息

Laterality. 2018 Sep;23(5):505-516. doi: 10.1080/1357650X.2017.1374965. Epub 2017 Sep 12.

DOI:10.1080/1357650X.2017.1374965
PMID:28899210
Abstract

Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

摘要

非对称视觉空间注意力的研究发现,在包括视觉注意力和线段二等分任务在内的各种测量中,普通人群存在向左的偏向。此外,在现实世界和虚拟环境中,视觉空间导航任务期间向右碰撞或撞击的情况有所增加。然而,很少有研究在实验室之外对这些偏向进行调查。本研究采用半自然主义方法,并利用在线视频游戏流媒体服务Twitch,在《反恐精英:全球攻势》中,当60名熟练动作类电子游戏玩家相互竞争时,考察导航错误和攻击行为。该研究显示,在致命攻击和导航错误方面均存在显著的向右偏向。使用游戏内排名系统作为技能衡量标准的分析未能显示偏向与技能之间的关系。这些结果表明,在在线电子游戏过程中,熟练玩家可能存在向左的视觉空间偏向。然而,本研究无法解释环境对称性和玩家用手习惯等一些因素。总之,电子游戏流媒体是未来行为研究的一种有前景的方法,不过在确定这些结果是所应用方法的人为产物,还是代表真正的向右偏向之前,还需要进一步研究。

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