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中年游戏玩家和非游戏玩家的反应时间和工作记忆。

Reaction time and working memory in middle-aged gamers and non-gamers.

机构信息

Motor Behavior Laboratory, The Academic College at Wingate, Netanya, Israel.

Motor Behavior Laboratory, The Academic College at Wingate, Netanya, Israel.

出版信息

Acta Psychol (Amst). 2022 Aug;228:103666. doi: 10.1016/j.actpsy.2022.103666. Epub 2022 Jul 9.

Abstract

The purpose of this study was to explore whether asking middle-aged gamers and non-gamers about their video games habits will affect their performance of cognitive-motor tasks. One-hundred and twenty-one participants were randomly assigned to four groups: (a) gamers who were asked about their playing habits prior to the study, (b) gamers who were asked about their playing habits following the study, (c) non-gamers who were asked about their playing habits prior to the study, and (d) non-gamers who were asked about their playing habits following the study. The participants performed three reaction time (RT) tasks and a digit-span memory task. In a task-switching task, gamers had more correct responses when they answered the questionnaire before performing the task compared with after the task. For the non-gamers, the opposite occurred. We conclude that some performance measures of cognitive-motor tasks could have been affected by the timing of the completion of the questionnaire. This finding should be known to researchers as it may lead to biases gaming research.

摘要

这项研究的目的是探讨询问中年游戏玩家和非游戏玩家他们的视频游戏习惯是否会影响他们执行认知-运动任务的表现。121 名参与者被随机分配到四个组:(a)在研究前被询问游戏习惯的游戏玩家,(b)在研究后被询问游戏习惯的游戏玩家,(c)在研究前被询问游戏习惯的非游戏玩家,以及(d)在研究后被询问游戏习惯的非游戏玩家。参与者执行了三个反应时间(RT)任务和一个数字跨度记忆任务。在任务转换任务中,当游戏玩家在执行任务之前回答问卷时,他们的正确回答更多。对于非游戏玩家来说,情况正好相反。我们得出结论,认知-运动任务的一些绩效指标可能受到完成问卷时间的影响。研究人员应该知道这一发现,因为它可能导致游戏研究产生偏见。

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