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Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

机译:技术消耗和认知控制:动作电视游戏与媒体多任务处理的对比

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摘要

Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control.
机译:技术有可能以多种方式影响认知。在这里,我们对比了两种形式的技术使用情况:1)媒体多任务处理(即,同时消费多个媒体流,例如在看电视时发短信)和2)玩动作视频游戏(视频游戏的特定子类型)。先前的工作概述了高水平的媒体多任务处理和处理分散注意力信息方面的特定缺陷之间的关联,而玩动作视频游戏则与增强注意力控制相关联。由于这两个因素与合理的相反影响相关联,因此,如果不将它们综合考虑,可能会导致关于技术使用对注意力的影响的不正确结论。在四个实验(AX-CPT,N向后,任务切换和过滤器任务)中,测试注意力和认知的不同方面,我们发现重媒体多任务处理程序比轻媒体多任务处理程序性能差。但是,与以前的报告相反,绩效赤字并不是专门与干扰因素联系在一起的,而是本质上更具全球性。有趣的是,具有中等级别的媒体多任务处理能力的参与者偶尔会比轻型和重型媒体多任务处理者表现更好,这表明增加媒体多任务处理的效果并非单调。正如预期的那样,动作视频游戏玩家在所有任务上的表现均优于非视频游戏玩家。但是,令人惊讶的是,这仅适用于具有中等级别的媒体多任务处理能力的参与者,这表明玩动作视频游戏无法抵御重型媒体多任务处理带来的有害影响。综合起来,这项研究表明,媒体消费对注意力控制可能具有复杂和违反直觉的影响。

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