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习惯性动作视频游戏玩家的情绪感知。

Emotion perception in habitual players of action video games.

机构信息

Faculty of Psychology and Educational Sciences, University of Geneva, Campus Biotech.

School of Psychology, Glasgow University.

出版信息

Emotion. 2021 Sep;21(6):1324-1339. doi: 10.1037/emo0000740. Epub 2020 Jul 6.

DOI:10.1037/emo0000740
PMID:32628034
Abstract

Action video game players (AVGPs) display superior performance in various aspects of cognition, especially in perception and top-down attention. The existing literature has examined these performance almost exclusively with stimuli and tasks devoid of any emotional content. Thus, whether the superior performance documented in the cognitive domain extend to the emotional domain remains unknown. We present 2 cross-sectional studies contrasting AVGPs and nonvideo game players (NVGPs) in their ability to perceive facial emotions. Under an enhanced perception account, AVGPs should outperform NVGPs when processing facial emotion. Yet, alternative accounts exist. For instance, under some social accounts, exposure to action video games, which often contain violence, may lower sensitivity for empathy-related expressions such as sadness, happiness, and pain while increasing sensitivity to aggression signals. Finally, under the view that AVGPs excel at learning new tasks (in contrast to the view that they are immediately better at all new tasks), the use of stimuli that participants are already experts at predicts little to no group differences. Study 1 uses drift-diffusion modeling and establishes that AVGPs are comparable to NVGPs in every decision-making stage mediating the discrimination of facial emotions, despite showing group difference in aggressive behavior. Study 2 uses the reverse inference technique to assess the mental representation of facial emotion expressions, and again documents no group differences. These results indicate that the perceptual benefits associated with action video game play do not extend to overlearned stimuli such as facial emotion, and rather indicate equivalent facial emotion skills in AVGPs and NVGPs. (PsycInfo Database Record (c) 2021 APA, all rights reserved).

摘要

动作视频游戏玩家(AVGPs)在认知的各个方面表现出卓越的能力,尤其是在感知和自上而下的注意力方面。现有文献几乎仅使用没有任何情感内容的刺激和任务来检验这些表现。因此,在认知领域中记录的卓越表现是否扩展到情感领域尚不清楚。我们提出了两项横断面研究,比较了动作视频游戏玩家(AVGPs)和非视频游戏玩家(NVGPs)在感知面部情绪方面的能力。根据增强感知理论,在处理面部情绪时,AVGPs 应该优于 NVGPs。然而,还有其他解释。例如,根据一些社会观点,接触经常包含暴力的动作视频游戏可能会降低对与同理心相关的表情(如悲伤、幸福和痛苦)的敏感性,同时提高对攻击信号的敏感性。最后,根据 AVGPs 擅长学习新任务的观点(与他们立即擅长所有新任务的观点相反),参与者已经擅长的刺激物的使用几乎不会预测到任何组间差异。研究 1 使用漂移扩散模型建立了尽管在攻击性行为方面存在群体差异,但 AVGPs 在介导面部情绪识别的每个决策阶段都与 NVGPs 相当,在每个决策阶段都具有可比性。研究 2 使用反向推理技术评估面部表情表达的心理表征,再次记录到没有组间差异。这些结果表明,与动作视频游戏相关的感知益处不会扩展到面部情绪等过度学习的刺激物,而是表明 AVGPs 和 NVGPs 具有相同的面部情绪技能。(PsycInfo 数据库记录(c)2021 APA,保留所有权利)。

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