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The effects of multitasking training in Star Craft II.

机译:《星际争霸2》中多任务训练的效果。

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摘要

This study explored the relationship between general or real-world multitasking and task specific multitasking as related to the real time strategy game Star Craft II: Wings of Liberty (Blizzard, 2010). In addition to exploring this relationship, the research also attempted to examine the effect task specific multitasking training had within Star Craft II.;Data for the current research were collected in two phases. Phase one consisted of a pre/post-test design, with random assignment to either the gamer-control or experimental group. Participants in the experimental group were asked to complete 10 to 11 hours on the Star Craft II based Multitasking Trainer (stet_tcl, 2010) in between two, five trial blocks of the SynWin (Acivity Research Services, 2000); a computer based general multitasking measure. Participants in the gamer-control group were asked to complete 10 to 11 hours of one-versus-one Star Craft II ladder matches, and complete the same pre/post-test SynWin battery. Both groups were asked to send the researcher their three most recent one-versus-one ladder matches prior to starting the assigned protocol, and three more upon completion.;Phase two participants only completed the pre-test SynWin battery, and were assigned to either the non-gamer control or gaming-control groups based on their weekly use of PC/console games and Star Craft II play. Inclusion in the non-gamer control group required less than one hour of PC/console gaming per week. Participants in the gaming-control group were asked to submit their three most recent one-versus-one Star Craft II ladder replays.;For the purpose of this research, the operational definition for Star Craft II multitasking was effective actions per-minute (EAPM), a subset of actions per-minute (APM). Analysis of the gathered data from both phases of recruitment indicated a moderately strong positive relationship between SynWin scores and EAPM values (r = 0.636, p = 0.014). An evaluation of the effectiveness of the multitasking trainer was not completed due to a lack of adequate participation.
机译:这项研究探索了与实时策略游戏《星际争霸2:自由之翼》(暴雪,2010年)相关的一般或现实多任务与特定任务多任务之间的关系。除了探索这种关系之外,该研究还试图检验特定任务多任务训练在《星际争霸II》中的效果。本研究的数据分两个阶段收集。第一阶段包括测试前/测试后设计,并随机分配给游戏玩家对照组或实验组。实验组的参与者被要求在基于Syncraft II的多任务训练器上完成10到11个小时(stet_tcl,2010年),该过程在SynWin的两个,五个试验模块之间进行(Acivity Research Services,2000);一种基于计算机的通用多任务处理措施。要求游戏控制组的参与者完成10到11个小时的Star Craft II梯形比赛,并完成相同的测试前/测试后SynWin电池。在开始分配的协议之前,两组都被要求向研究人员发送三个最近的一对一梯形图比赛,完成后再发送三个。;阶段两个参与者仅完成了预测试的SynWin电池,并分配给了其中一个非游戏控制组或游戏控制组基于他们每周使用PC /控制台游戏和Star Craft II游戏的情况。包括在非游戏者对照组中,每周需要少于一小时的PC /控制台游戏。游戏控制小组的参与者被要求提交他们的三个最新的一对一的Star Craft II梯级回放。;出于本研究的目的,Star Craft II多任务处理的操作定义是每分钟有效动作(EAPM ),即每分钟操作数(APM)。对两个招聘阶段收集的数据的分析表明,SynWin得分与EAPM值之间存在中等程度的正相关(r = 0.636,p = 0.014)。由于缺乏足够的参与,因此尚未完成对多任务教练员有效性的评估。

著录项

  • 作者

    Ross, Aaron E.;

  • 作者单位

    Temple University.;

  • 授予单位 Temple University.;
  • 学科 Health Sciences Recreation.;Psychology Cognitive.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 130 p.
  • 总页数 130
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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