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Exploring the Effect of Video Game Playing on Static and Dynamic Spatial Cognition Skills.

机译:探索视频游戏玩对静态和动态空间认知技能的影响。

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摘要

This dissertation explores the relationship between video game playing and performance on static and dynamic spatial tasks focusing on Tetris and first person shooter games (FPS) like Unreal Tournament 2004. An extensive meta-analysis of previous game research found that Tetris had the strongest effect for mental rotation of 2D Tetris-like shapes (d = 0.82) and while FPS games were most effective on visual attention tasks (d = 1.13). Experiment 1 explores the relationship between 4 spatial skills and game performance in non-video game players. The study found significant correlations between Unreal Tournament 2004 performance and performance on all of the spatial tasks, while Tetris performance was only correlated with two of the tasks measures. Experiment 2 examined performance differences between action video game players (VGPs) and non-video game players (NVGPs) on the 4 spatial tasks as well as exploring processing differences on a 2D mental rotation task during an electroencephalography (EEG) session. VGPs only significantly outperformed NVGPs on the interception task (p < .001, d =.92), which has task demands very similar to the game mechanics for an FPS game. For the 2D rotation task differences, the ERP waveforms showed a flatter profile for the 150 degree angle trials for VGPs compared to the NVGPs who showed the typical negative modulation around the P300 suggesting that VGPs might have used an alternative strategy for larger rotation angles. Experiment 3 examined the cognitive consequences of 10 hours of training with either Unreal Tournament 2004 (UT) or Tetris. Training with UT was not effective at improving performance on any of the spatial cognition tasks above the retest gains experienced by the control condition. The Tetris training group showed significant improvement on both response times for mental rotation ( p = .05) and interception task performance (p = .05). Comparisons of the ERP recordings on the 2D rotation task between control and UT trainees showed no significant differences. Therefore, training with an FPS game did not affect how the spatial information was processed. Overall, the results from the meta-analysis and Experiments 2 and 3 argue for specific transfer theory when training spatial skills.
机译:本文探讨了视频游戏的玩法与静态和动态空间任务的性能之间的关系,这些任务主要针对俄罗斯方块和《 Unreal Tournament 2004》等第一人称射击游戏(FPS)。对先前游戏研究的广泛荟萃分析发现,俄罗斯方块对游戏的影响最强。二维Tetris形状的心理旋转(d = 0.82),而FPS游戏在视觉注意力任务上最有效(d = 1.13)。实验1探索了非视频游戏玩家的4种空间技能与游戏性能之间的关系。研究发现,《虚幻竞技场2004》的性能与所有空间任务的性能之间都存在显着的相关性,而《俄罗斯方块》的性能仅与两项任务指标相关。实验2研究了动作视频游戏玩家(VGP)和非视频游戏玩家(NVGP)在4个空间任务上的性能差异,并探讨了在脑电图(EEG)会话期间2D智力旋转任务上的处理差异。 VGP在拦截任务上仅明显优于NVGP(p <.001,d = .92),其任务要求与FPS游戏的游戏机制非常相似。对于2D旋转任务差异,与NVGP相比,VGP在150度角试验中的ERP波形显示出更平坦的轮廓,而NVGP则显示了P300周围的典型负调制,这表明VGP可能已对较大的旋转角使用了替代策略。实验3考察了使用Unreal Tournament 2004(UT)或Tetris进行10个小时的训练所产生的认知后果。使用UT进行训练无法有效地提高在任何空间认知任务上的表现,而无法超过控制条件所获得的重测收益。俄罗斯方块训练组在精神旋转反应(p = .05)和拦截任务表现(p = .05)方面均显示出显着改善。对照学员和UT学员在2D轮换任务上的ERP记录比较没有显着差异。因此,使用FPS游戏进行训练不会影响空间信息的处理方式。总体而言,荟萃分析以及实验2和3的结果证明了在训练空间技能时采用特定的转移理论。

著录项

  • 作者

    Adams, Deanne M.;

  • 作者单位

    University of California, Santa Barbara.;

  • 授予单位 University of California, Santa Barbara.;
  • 学科 Psychology Cognitive.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 213 p.
  • 总页数 213
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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