首页> 美国卫生研究院文献>other >The development of attention skills in action video game players
【2h】

The development of attention skills in action video game players

机译:动作视频游戏玩家注意力技能的发展

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets.
机译:先前的研究表明,动作视频游戏可以改善注意力资源,使游戏玩家可以在时空上更好地分配注意力。为了进一步表征玩这些视频游戏所产生的可塑性变化,我们对年龄在7至22岁之间的动作游戏玩家和非游戏控件进行了注意网络测试(ANT)。通过使用提示和侧翼的混合,ANT提供了衡量警报和定向提示的功能如何将注意力分配给目标的方法,以及观察员能够在多大程度上过滤掉与目标无关的与任务无关的信息的影响。数据表明,各个年龄段的动作视频游戏玩家都具有增强的注意力技能,使他们可以更快地对目标做出正确的反应,并留下额外的处理资源,这些资源会溢出到位于目标两侧的过程干扰因素。

著录项

  • 期刊名称 other
  • 作者单位
  • 年(卷),期 -1(47),8-9
  • 年度 -1
  • 页码 1780–1789
  • 总页数 24
  • 原文格式 PDF
  • 正文语种
  • 中图分类
  • 关键词

代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号