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多类型电子游戏游玩经验是否与冲动性相关?

Is experience in multi-genre video game playing accompanied by impulsivity?

作者信息

Azizi Elham, Stainer Matthew J, Abel Larry A

机构信息

Department of Optometry and Vision Sciences, The University of Melbourne, Australia.

School of Applied Psychology, Griffith University, Australia.

出版信息

Acta Psychol (Amst). 2018 Oct;190:78-84. doi: 10.1016/j.actpsy.2018.07.006. Epub 2018 Jul 19.

Abstract

Developing impulsivity has been one of the main concerns thought to arise from the increasing popularity of video gaming. Most of the relevant literature has treated gamers as pure-genre players (i.e. those who play only a specific genre of game). However, it is not clear how impulsivity is associated with different genres of games in multi-genre gamers, given that there is increasing diversity in the games played by individuals. In this study, we compared 33 gamers to 23 non-gamers in a go/no-go task: the Continuous Performance Test (CPT). To evaluate whether or not impulsivity occurs as a trade-off between speed and accuracy, we emphasised fast performance to all participants. Then, to examine the ability to predict impulsivity from game genre-hours, we fitted separate multiple regression models to several dependent variables. As an additional measure, we also compared groups in an antisaccade task. In the CPT, gamers showed a trend towards significantly faster reaction time (RT), accompanied by higher false alarm rate (FAR) and more risk-taking response bias (β), suggesting impulsive responses. Interestingly, there was a significant negative correlation between RT and FAR across all participants, suggesting an overall speed-accuracy trade-off strategy, perhaps driven by the emphasis on speed during task instruction. Moreover, time spent on role playing games (RPG) and real-time strategy (RTS) games better predicted FAR and β than did time spent on action and puzzle games. In the antisaccade task; however, gamers showed a shorter antisaccade latency but a comparable error rate in comparison with non-gamers. There was no specific game genre which could predict performance in the antisaccade task. Altogether, there was no evidence of oculomotor impulsivity in gamers; however, the CPT results suggested the presence of impulsive responses in gamers, which might be the result of a speed-accuracy trade-off. Furthermore, there was a difference in game genres, with time spent on RPG and RTS games being accompanied by greater probability of impulsive responses. Training studies are required to investigate the causality of different video game genres on the development of impulsivity.

摘要

冲动性的发展一直是人们认为因电子游戏日益普及而引发的主要问题之一。大多数相关文献将游戏玩家视为单一类型游戏玩家(即只玩特定类型游戏的玩家)。然而,鉴于个体所玩游戏的多样性不断增加,在多类型游戏玩家中,冲动性与不同类型游戏之间的关联尚不清楚。在本研究中,我们在一项停止信号任务(即连续性能测试,CPT)中,将33名游戏玩家与23名非游戏玩家进行了比较。为了评估冲动性是否表现为速度与准确性之间的权衡,我们向所有参与者强调快速表现。然后,为了检验从游戏类型时长预测冲动性的能力,我们针对几个因变量拟合了单独的多元回归模型。作为一项额外的测量,我们还在一项反扫视任务中对两组进行了比较。在CPT中,游戏玩家表现出反应时间(RT)显著更快的趋势,同时虚报率(FAR)更高,冒险反应偏差(β)更大,表明存在冲动反应。有趣的是,所有参与者的RT和FAR之间存在显著的负相关,这表明总体上存在速度与准确性的权衡策略,这可能是由于任务指令中对速度的强调所驱动的。此外,与花在动作游戏和益智游戏上的时间相比,花在角色扮演游戏(RPG)和即时战略游戏(RTS)上的时间能更好地预测FAR和β。然而,在反扫视任务中,与非游戏玩家相比,游戏玩家的反扫视潜伏期更短,但错误率相当。没有特定的游戏类型能够预测反扫视任务中的表现。总体而言,没有证据表明游戏玩家存在眼动冲动性;然而,CPT结果表明游戏玩家存在冲动反应,这可能是速度与准确性权衡的结果。此外,游戏类型存在差异,花在RPG和RTS游戏上的时间伴随着更高的冲动反应可能性。需要进行训练研究来调查不同电子游戏类型与冲动性发展之间的因果关系。

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