Milani Luca, Grumi Serena, Di Blasio Paola
Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy.
Front Psychol. 2019 May 31;10:1226. doi: 10.3389/fpsyg.2019.01226. eCollection 2019.
Use of videogames (VGs) is almost ubiquitous in preadolescents' and adolescents' everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D) of the VG has an influence about the positive effects of gaming. Six measures of visuospatial competency were administered to 318 preadolescents (mean of age = 13.94 years, range 10-18) prior and after a 3-day training with 2D and 3D Tetris. Results indicate that (1) gaming on the whole has slight positive effects both for males and females in enhancing visuospatial competencies, at least in the short term, and (2) it seems that participants who used the videogame with 2D graphics obtained greater improvements in the mental rotation domain while the participants who used the videogame with 3D graphics obtained greater improvements in the spatial visualization domain. However, a general learning effect between T1 and T2 was measured, which was found regardless of Experimental condition, indicating that the effect of training with videogames can be less relevant than expected.
电子游戏(VGs)在青春期前儿童和青少年的日常生活中几乎无处不在。关于电子游戏使用的积极影响,最引人入胜的研究主题之一是视觉空间能力领域。先前的研究表明,通过电子游戏进行训练能使儿童和青少年在视觉空间测试(如形状和立方体的心理旋转)中提高分数,并且这种训练可以克服这些领域中的性别差异。我们的研究旨在:(1)验证电子游戏使用对男性和女性青少年及青春期前儿童在视觉空间领域的积极影响;(2)验证电子游戏的可视化风格(二维或等距三维)是否会对游戏的积极影响产生影响。在对318名青春期前儿童(平均年龄 = 13.94岁,范围10 - 18岁)进行为期3天的二维和三维俄罗斯方块训练之前和之后,对其进行了六项视觉空间能力测试。结果表明:(1)总体而言,游戏对男性和女性增强视觉空间能力都有轻微的积极影响,至少在短期内如此;(2)似乎使用二维图形电子游戏的参与者在心理旋转领域取得了更大的进步,而使用三维图形电子游戏的参与者在空间可视化领域取得了更大的进步。然而,测量发现T1和T2之间存在一般学习效应,且该效应与实验条件无关,这表明电子游戏训练的效果可能比预期的要小。