Li Xiangqian, Huang Liang, Li Bingxin, Wang Haoran, Han Chengyang
Department of Psychology, School of Social Development and Public Policy, Fudan University, Shanghai, China; Laboratory of Social Psychology and Behavioral Science, Fudan University, Shanghai, China.
Chinese Academy of Sciences, Key Laboratory of Behavioral Science, Institute of Psychology, Beijing, China.
Acta Psychol (Amst). 2020 Mar;204:103007. doi: 10.1016/j.actpsy.2020.103007. Epub 2020 Jan 27.
Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results.
关于动作类电子游戏对认知影响的研究,很大程度上依赖于自我报告的动作类电子游戏体验以及延长的电子游戏训练。仅有少数研究关注参与者的实际游戏技能。然而,高水平玩家和普通玩家是否具有不同的执行控制能力仍未得到充分证明。本研究让《英雄联盟》排名靠前的玩家(全球前0.17%;N = 35)和排名中等的玩家(N = 35)执行两项认知任务,旨在测量执行功能的三个方面:认知灵活性、干扰控制和冲动控制。我们控制了自我报告的游戏体验,以使排名靠前的玩家和排名中等的玩家在游戏年限和每周游戏时长方面相似。我们发现,与一组普通玩家相比,高水平玩家在斯特鲁普转换测试中表现出更小的任务转换成本和更小的反应一致性效应。在连续性能测试中,高水平玩家与普通玩家相比,显示出更高的命中率和更低的误报率。这些发现表明,高水平玩家在任务转换情境中具有更好的认知灵活性和对干扰更精确的控制。此外,高水平玩家表现出更好的冲动控制。本研究提供了证据,表明玩家的游戏技能而非游戏体验与认知能力相关,这可能解释了为什么先前关于自我报告游戏体验的研究以及那些评估监督训练和认知表现的研究结果不一致。