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短期亲社会视频游戏暴露影响对亲社会刺激的注意力偏向。

Short-Term Prosocial Video Game Exposure Influences Attentional Bias Toward Prosocial Stimuli.

机构信息

Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou, P.R. China.

School of Psychology, Center for Studies of Psychological Application, and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou, P.R. China.

出版信息

Cyberpsychol Behav Soc Netw. 2020 Oct;23(10):702-707. doi: 10.1089/cyber.2019.0745. Epub 2020 Jul 22.

DOI:10.1089/cyber.2019.0745
PMID:32716645
Abstract

Research has shown that violent video games induce attentional bias toward aggressive information. However, the effects of prosocial video games on selective attention are poorly understood. This study investigated attentional bias toward prosocial stimuli at different presentation durations (i.e., 100, 500, and 1,250 milliseconds [ms]) after short-term prosocial video game exposure. Sixty males (mean age: 20.26 years; range: 19-23 years) participated in this study. Half of them played a prosocial video game for 30 minutes, whereas others played a neutral one. A spatial cueing paradigm was then used to investigate attentional bias. Results showed that there was both attention orientation and difficulty in attention disengagement toward prosocial stimuli when the presentation lasted 100 ms in the prosocial game group, but not in the neutral group. There was no group difference at 500 or 1,250 ms, suggesting that the attentional bias toward prosocial information might occur at the early stages of cognitive processing. These results provided initial evidence of the influence of prosocial video games on cognitive processing and advanced our understanding of related theories.

摘要

研究表明,暴力视频游戏会引起对攻击性信息的注意力偏向。然而,关于亲社会视频游戏对选择性注意的影响,人们知之甚少。本研究探讨了短期亲社会视频游戏暴露后不同呈现时间(即 100、500 和 1250 毫秒[ms])下对亲社会刺激的注意力偏向。60 名男性(平均年龄:20.26 岁;范围:19-23 岁)参与了这项研究。其中一半人玩了 30 分钟的亲社会视频游戏,而其他人则玩了中性的游戏。然后使用空间提示范式来研究注意力偏向。结果表明,在亲社会游戏组中呈现 100ms 时,对亲社会刺激存在注意定向和注意脱离困难,但在中性组中则没有。在 500 或 1250ms 时,两组没有差异,这表明对亲社会信息的注意力偏向可能发生在认知加工的早期阶段。这些结果提供了亲社会视频游戏对认知加工影响的初步证据,并加深了我们对相关理论的理解。

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