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No level up!: no effects of video game specialization and expertise on cognitive performance

机译:没有升级!:视频游戏专业化和专业知识对认知表现没有影响

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摘要

Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.
机译:以前对动作视频游戏对认知的影响的研究表明,长期暴露于此类游戏可能会导致认知技能的增强,这些技能会转变为非游戏性认知任务。但是,这些结果引起争议。当前研究的目的是测试从动作视频游戏到两项认知任务的积极认知转移。更具体地说,本研究调查了参与者的专业知识和体裁专业对一项与视频游戏无关的任务(侧翼任务)和一项相关任务(具有控制图像和体裁特定图像的变更检测任务)对认知能力改善的影响。这项研究在三种方面是独特的。首先,它分析了专业知识水平的连续性,尚未研究视频游戏的认知益处。其次,通过比较动作和策略视频游戏玩家(VGP),探索了针对这些任务的特定类型的技能发展。第三,它使用了非常严格的实验设计,包括实验者对专业水平和参与者的体裁专业视而不见。通过机会抽样招募了九十二名年龄在18至30岁(M = 21.25)之间的大学生,并按视频游戏专业化和专业水平将其分组。虽然侧翼任务的结果与以前的研究一致(即一致性的影响),但没有专业知识的影响,并且动作游戏玩家的表现不及策略游戏玩家。此外,与预期相反,在变化检测任务中,流派专业化和图像类型之间没有交互作用,再次表明没有专业知识效果。游戏专业化和专业知识缺乏影响力,这与以往关于动作视频游戏对其他认知任务的积极影响的研究背道而驰。

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