• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

是时候真正展现技巧了:《英雄联盟》中的顶尖玩家拥有更好的执行控制能力。

Time for a true display of skill: Top players in League of Legends have better executive control.

作者信息

Li Xiangqian, Huang Liang, Li Bingxin, Wang Haoran, Han Chengyang

机构信息

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.

出版信息

Acta Psychol (Amst). 2020 Mar;204:103007. doi: 10.1016/j.actpsy.2020.103007. Epub 2020 Jan 27.

DOI:10.1016/j.actpsy.2020.103007
PMID:32000064
Abstract

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.

摘要

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。

相似文献

1
Time for a true display of skill: Top players in League of Legends have better executive control.是时候真正展现技巧了:《英雄联盟》中的顶尖玩家拥有更好的执行控制能力。
Acta Psychol (Amst). 2020 Mar;204:103007. doi: 10.1016/j.actpsy.2020.103007. Epub 2020 Jan 27.
2
Electronic-Sports Experience Related to Functional Enhancement in Central Executive and Default Mode Areas.电子竞技体验与中央执行和默认模式区域的功能增强有关。
Neural Plast. 2019 Jan 22;2019:1940123. doi: 10.1155/2019/1940123. eCollection 2019.
3
Examining associations between action game play and motor control.研究动作游戏玩法与运动控制之间的关联。
Acta Psychol (Amst). 2019 Feb;193:55-65. doi: 10.1016/j.actpsy.2018.12.004. Epub 2018 Dec 26.
4
Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.动作视频游戏与认知控制:玩第一人称射击游戏与动作级联改善有关,但与抑制无关。
PLoS One. 2015 Dec 10;10(12):e0144364. doi: 10.1371/journal.pone.0144364. eCollection 2015.
5
Is experience in multi-genre video game playing accompanied by impulsivity?多类型电子游戏游玩经验是否与冲动性相关?
Acta Psychol (Amst). 2018 Oct;190:78-84. doi: 10.1016/j.actpsy.2018.07.006. Epub 2018 Jul 19.
6
Age matters: The effect of onset age of video game play on task-switching abilities.年龄很重要:电子游戏开始玩的年龄对任务切换能力的影响。
Atten Percept Psychophys. 2016 May;78(4):1125-36. doi: 10.3758/s13414-016-1068-9.
7
Interference scores have inadequate concurrent and convergent validity: Should we stop using the flanker, Simon, and spatial Stroop tasks?干扰分数的同时效度和聚合效度不足:我们是否应该停止使用侧抑制任务、西蒙任务和空间 Stroop 任务?
Cogn Res Princ Implic. 2020 Feb 13;5(1):7. doi: 10.1186/s41235-020-0207-y.
8
An fMRI study of cognitive control in problem gamers.一项关于问题玩家认知控制的 fMRI 研究。
Psychiatry Res. 2015 Mar 30;231(3):262-8. doi: 10.1016/j.pscychresns.2015.01.004. Epub 2015 Jan 15.
9
The impact of video games on training surgeons in the 21st century.电子游戏对21世纪外科医生培训的影响。
Arch Surg. 2007 Feb;142(2):181-6; discusssion 186. doi: 10.1001/archsurg.142.2.181.
10
Cognitive biases toward Internet game-related pictures and executive deficits in individuals with an Internet game addiction.网络成瘾个体对网络相关游戏图片的认知偏差与执行功能缺陷
PLoS One. 2012;7(11):e48961. doi: 10.1371/journal.pone.0048961. Epub 2012 Nov 14.

引用本文的文献

1
Exploring the impact of compound retrieval strategy in the task-switching paradigm.探索复合检索策略在任务切换范式中的影响。
Front Hum Neurosci. 2025 Aug 5;19:1570551. doi: 10.3389/fnhum.2025.1570551. eCollection 2025.
2
Decoding the elite soccer player's psychological profile.解读精英足球运动员的心理特征。
Proc Natl Acad Sci U S A. 2025 Jan 21;122(3):e2415126122. doi: 10.1073/pnas.2415126122. Epub 2025 Jan 14.
3
Influence of competition on motor inhibitory control: Evidence from a go/no-go task.竞争对运动抑制控制的影响:来自一项“去/不去”任务的证据。
Psychon Bull Rev. 2025 Jun;32(3):1254-1263. doi: 10.3758/s13423-024-02606-0. Epub 2024 Nov 4.
4
It's about timing: how density can benefit future research on the optimal dosage of acute physical exercise breaks in esports.这关乎时机:密度如何能有益于未来关于电子竞技中急性体育锻炼休息最佳剂量的研究。
BMJ Open Sport Exerc Med. 2024 Oct 23;10(4):e002243. doi: 10.1136/bmjsem-2024-002243. eCollection 2024.
5
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth.设定游戏议程:回顾关于性取向和性别多样化青少年的电子游戏与心理健康的新兴文献。
Games Cult. 2024 Nov;19(7):933-953. doi: 10.1177/15554120231178883. Epub 2023 Jun 8.
6
Cognitive expertise in esport experts: a three-level model meta-analysis.电子竞技专家的认知专长:一个三层模型元分析。
PeerJ. 2024 Aug 7;12:e17857. doi: 10.7717/peerj.17857. eCollection 2024.
7
Cognitive Reflection and Theory of Mind of Go Players.围棋棋手的认知反思与心理理论
Adv Cogn Psychol. 2021 May 21;17(2):117-128. doi: 10.5709/acp-0322-6. eCollection 2021.
8
Nutrition Patterns of Polish Esports Players.波兰电子竞技运动员的营养模式。
Nutrients. 2022 Dec 28;15(1):149. doi: 10.3390/nu15010149.
9
Information transmission in action video gaming experts: Inferences from the lateralized readiness potential.动作视频游戏专家的信息传递:来自偏侧化准备电位的推断。
Front Hum Neurosci. 2022 Jul 25;16:906123. doi: 10.3389/fnhum.2022.906123. eCollection 2022.
10
Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends.视觉空间工作记忆和注意力控制使得《英雄联盟》游戏的专家玩家、普通玩家和非玩家之间产生了差异。
Front Hum Neurosci. 2022 Jul 20;16:933331. doi: 10.3389/fnhum.2022.933331. eCollection 2022.