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Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents

机译:电子游戏使用对视觉空间能力的积极影响:视觉风格对前青少年和青少年的影响

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摘要

Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D) of the VG has an influence about the positive effects of gaming. Six measures of visuospatial competency were administered to 318 preadolescents (mean of age = 13.94 years, range 10–18) prior and after a 3-day training with 2D and 3D Tetris. Results indicate that (1) gaming on the whole has slight positive effects both for males and females in enhancing visuospatial competencies, at least in the short term, and (2) it seems that participants who used the videogame with 2D graphics obtained greater improvements in the mental rotation domain while the participants who used the videogame with 3D graphics obtained greater improvements in the spatial visualization domain. However, a general learning effect between T1 and T2 was measured, which was found regardless of Experimental condition, indicating that the effect of training with videogames can be less relevant than expected.
机译:在青春期和青少年的日常生活中,视频游戏(VG)的使用几乎无处不在。关于使用VG的积极影响,最引人入胜的研究主题之一是视觉空间能力领域。先前的研究表明,通过视频游戏进行训练可以使儿童和青少年在视觉空间测试(例如形状和立方体的心理旋转)中提高得分,并且这种训练可以克服这些领域的性别差异。我们的研究旨在(1)验证视频游戏在男性和女性青少年以及学龄前儿童的视觉空间领域中的积极作用,以及(2)验证VG的可视化风格(2D或等距3D)是否会对视频游戏的积极影响游戏的影响。在3天的2D和3D Tetris训练之前和之后,对318名青春期前青少年进行了六种视觉空间能力测量(平均年龄= 13.94岁,范围10-18)。结果表明:(1)总体而言,游戏至少在短期内对男性和女性在增强视觉空间能力方面均具有轻微的积极影响;(2)似乎将视频游戏与2D图形结合使用的参与者在以下方面有较大的改善:而将视频游戏与3D图形结合使用的参与者在空间可视化领域有了更大的进步。但是,测量了T1和T2之间的一般学习效果,无论实验条件如何,都发现了这种效果,这表明使用视频游戏进行训练的效果可能不如预期的重要。

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