Cutting Joe, Copeland Bethany, McNab Fiona
Department of Computer Science, University of York, YO10 5DD, UK.
Department of Psychology, University of York, YO10 5DD, UK.
Heliyon. 2023 Aug 13;9(8):e19098. doi: 10.1016/j.heliyon.2023.e19098. eCollection 2023 Aug.
Superior attention and Working Memory (WM) have been reported for habitual action video gamers compared to other gamers or non-players. With an online experiment we measured visuo-spatial WM capacity and ability to ignore distraction, and participants listed the video games they played. Categorising the 209 young adult participants (18-30 years) according to the game type they predominantly played revealed superior WM capacity for strategy and action gamers compared to non-players. However, re-categorising the games according to their constituent game types revealed superior WM capacity and distraction resistance associated with strategy but not action game components. In contrast to younger adults, data from 181 older adults (60-81 years) showed superior WM capacity and distractor-resistance for puzzle gamers, which was equivalent to that of younger adults. The results highlight the need to consider component game types in games research and inform the design of age-appropriate cognitive interventions.
与其他游戏玩家或非玩家相比,习惯性动作类电子游戏玩家已被报道具有更优的注意力和工作记忆(WM)。通过一项在线实验,我们测量了视觉空间工作记忆容量和忽略干扰的能力,参与者列出了他们玩过的电子游戏。根据209名年轻成年人(18 - 30岁)主要玩的游戏类型进行分类,结果显示策略类和动作类游戏玩家的工作记忆容量优于非玩家。然而,根据游戏的组成类型重新分类游戏后发现,与策略类游戏组件相关的工作记忆容量和抗干扰能力更优,而动作类游戏组件则不然。与年轻人不同,181名老年人(60 - 81岁)的数据显示,益智类游戏玩家具有更优的工作记忆容量和抗干扰能力,这与年轻人相当。研究结果凸显了在游戏研究中考虑游戏组成类型的必要性,并为设计适合不同年龄段的认知干预措施提供了参考。