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Enhancing Attentional Control: Lessons from Action Video Games.增强注意力控制:动作视频游戏的启示。
Neuron. 2019 Oct 9;104(1):147-163. doi: 10.1016/j.neuron.2019.09.031.
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Brain network modularity predicts cognitive training-related gains in young adults.脑网络模块性可预测年轻人认知训练相关的收益。
Neuropsychologia. 2019 Aug;131:205-215. doi: 10.1016/j.neuropsychologia.2019.05.021. Epub 2019 May 25.
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The high-working load states induced by action real-time strategy gaming: An EEG power spectrum and network study.动作实时策略游戏诱发的高工作负荷状态:一项 EEG 功率谱和网络研究。
Neuropsychologia. 2019 Aug;131:42-52. doi: 10.1016/j.neuropsychologia.2019.05.002. Epub 2019 May 14.
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A Reduction in Video Gaming Time Produced a Decrease in Brain Activity.电子游戏时间的减少导致大脑活动的降低。
Front Hum Neurosci. 2019 Apr 17;13:134. doi: 10.3389/fnhum.2019.00134. eCollection 2019.
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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.
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Real-time strategy video game experience and structural connectivity - A diffusion tensor imaging study.实时战略视频游戏体验与结构连接:一项弥散张量成像研究。
Hum Brain Mapp. 2018 Sep;39(9):3742-3758. doi: 10.1002/hbm.24208. Epub 2018 Jun 20.
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Attentional advantages in video-game experts are not related to perceptual tendencies.视频游戏专家的注意力优势与感知倾向无关。
Sci Rep. 2018 Apr 3;8(1):5528. doi: 10.1038/s41598-018-23819-z.
8
Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience.与动作视频游戏体验相关的视觉选择性注意力的快速改善。
Front Hum Neurosci. 2018 Feb 13;12:47. doi: 10.3389/fnhum.2018.00047. eCollection 2018.
9
Neural Basis of Enhanced Executive Function in Older Video Game Players: An fMRI Study.老年电子游戏玩家执行功能增强的神经基础:一项功能磁共振成像研究。
Front Aging Neurosci. 2017 Nov 21;9:382. doi: 10.3389/fnagi.2017.00382. eCollection 2017.
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Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.动作视频游戏对感知、注意和认知技能影响的元分析。
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商业视频游戏与认知功能:视频游戏类型与认知增强的调节因素。

Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement.

机构信息

Department of Psychiatry, Eunpyeong St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 1021 Tongil-ro, Eunpyeong-gu, Seoul, Republic of Korea.

Dr. Shin's Child and Adolescent Psychiatry Clinic, Seoul, Republic of Korea.

出版信息

Behav Brain Funct. 2020 Feb 3;16(1):2. doi: 10.1186/s12993-020-0165-z.

DOI:10.1186/s12993-020-0165-z
PMID:32014027
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6996164/
Abstract

BACKGROUND

Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train cognitive functions. Thus, this study aimed to have a more balanced view toward the video game playing by reviewing genres of commercial video games and the association of video games with cognitive functions and modulating factors. Literatures were searched with search terms (e.g. genres of video games, cognitive training) on database and Google scholar.

RESULTS

video games, of which purpose is players' entertainment, were found to be positively associated with cognitive functions (e.g. attention, problem solving skills) despite some discrepancy between studies. However, the enhancement of cognitive functions through video gaming was limited to the task or performance requiring the same cognitive functions. Moreover, as several factors (e.g. age, gender) were identified to modulate cognitive enhancement, the individual difference in the association between video game playing and cognitive function was found.

CONCLUSION

Commercial video games are suggested to have the potential for cognitive function enhancement. As understanding the association between video gaming and cognitive function in a more balanced view is essential to evaluate the potential outcomes of commercial video games that more people reported to engage, this review contributes to provide more objective evidence for commercial video gaming.

摘要

背景

与强调视频游戏的负面影响(如冲动参与视频游戏)不同,针对认知缺陷个体的认知训练研究表明,视频游戏元素的特征有助于训练认知功能。因此,本研究旨在通过回顾商业视频游戏的类型以及视频游戏与认知功能和调节因素的关联,对玩视频游戏有一个更平衡的看法。文献检索使用了数据库和谷歌学术上的搜索词(例如视频游戏类型、认知训练)。

结果

尽管研究之间存在一些差异,但以玩家娱乐为目的的视频游戏被发现与认知功能(例如注意力、解决问题的技能)呈正相关。然而,通过视频游戏提高认知功能仅限于需要相同认知功能的任务或表现。此外,由于几个因素(例如年龄、性别)被确定为认知增强的调节因素,因此发现了个体差异在玩视频游戏与认知功能之间的关联。

结论

商业视频游戏被认为具有增强认知功能的潜力。由于从更平衡的角度理解玩视频游戏与认知功能之间的关联对于评估更广泛的人参与的商业视频游戏的潜在结果至关重要,因此本综述为商业视频游戏提供了更客观的证据。