Howard James, Bowden Vanessa K, Wee Serena, Visser Troy A W
School of Psychological Science, The University of Western Australia, 35 Stirling Highway, Perth, WA, 6009, Australia.
Sci Rep. 2024 Dec 28;14(1):31035. doi: 10.1038/s41598-024-82270-5.
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played). A potential problem with this approach is that AVG experience only partially indexes the cognitive skills developed via gaming, which are presumably the source of other task benefits. Thus, a focus on experience, instead of gaming proficiency (i.e., skill level), may account for inconsistencies in existing literature. We investigated whether AVG experience or proficiency best predicts performance in simulated driving. We hypothesised that proficiency would better predict driving performance (speed control, lane maintenance, spare cognitive capacity) than experience. One-hundred-and-sixteen participants drove in a simulator and played an AVG (Quake III Arena). Proficiency predicted all aspects of driving performance, while experience only predicted lane maintenance. These findings highlight the benefits of measuring AVG proficiency, with implications for the video games literature, driving safety and the transfer of skill-based learning.
关于玩动作电子游戏(AVG)是否对其他任务(如驾驶)有益的研究,传统上一直聚焦于游戏体验(即游戏时长)。这种方法的一个潜在问题是,AVG体验只是部分地反映了通过游戏所培养的认知技能,而这些技能大概才是对其他任务有益的来源。因此,关注体验而非游戏熟练度(即技能水平),可能是现有文献中存在不一致之处的原因。我们研究了AVG体验或熟练度能否更好地预测模拟驾驶中的表现。我们假设,与体验相比,熟练度能更好地预测驾驶表现(速度控制、车道保持、备用认知能力)。116名参与者在模拟器中驾驶并玩了一款AVG游戏(《雷神之锤III竞技场》)。熟练度预测了驾驶表现的所有方面,而体验仅预测了车道保持。这些发现凸显了测量AVG熟练度的益处,对电子游戏文献、驾驶安全以及基于技能的学习迁移都有启示意义。