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Video gaming and working memory: A large-scale cross-sectional correlative study

机译:视频游戏和工作记忆:大规模横截面相关研究

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摘要

Studies have indicated that video gaming is positively associated with cognitive performance in select cognitive domains, but the magnitudes of these associations have been called into question, as they have frequently been based on extreme groups analyses that have compared video garners with non-garners. When including the whole range of participants, and not just extreme cases, these effects were observed to reduce markedly (Unsworth et al., 2015). To further study this issue, we compared the associations between video gaming and aspects of working memory (WM) performance in an extreme groups design to those of a design that includes the full range of participants in a large adult sample (n = 503). WM was measured with three composite scores (verbal WM, visuospatial WM, n-back). The extreme groups analyses showed that video garners performed better than non-garners on all three WM measures, while the whole sample analyses indicated weak positive associations between the time spent playing video games and visuospatial WM and n-back performance. Thus, study design modulated the effects, but two of the three associations between WM and video gaming were consistent across both analysis techniques. A separate study confirmed that our questionnaire-based estimate of gaming hours was reliable when compared with one-week diaries of videogame playing. While the present cross-sectional results preclude causal inferences, possible mechanisms of WM - videogame playing associations and future research directions are discussed. Overall, our results indicate that cognition - videogame playing relationships, albeit weak, are not solely due to recently discussed methodological artefacts concerning the particular analytical approach and survey reliability.
机译:研究表明,视频游戏与特定认知领域中的认知表现呈正相关,但这些关联的规模受到质疑,因为它们经常基于极端群体分析,将视频获得者与非获得者进行了比较。当包括整个参与者范围而不仅仅是极端情况时,观察到这些影响显着降低(Unsworth等人,2015)。为了进一步研究此问题,我们比较了极端群体设计中视频游戏与工作记忆(WM)性能各方面之间的关联以及包含大型成人样本中所有参与者的设计(n = 503)之间的关联。 WM用三个综合评分(语言WM,视觉空间WM,n背)进行测量。极端群体分析表明,在所有三个WM指标上,视频获得者的表现均优于非获得者,而整个样本分析表明,玩视频游戏的时间与视觉空间WM和n背表现之间的弱正相关性。因此,研究设计调节了效果,但是在两种分析技术之间,WM和视频游戏之间的三个关联中的两个是一致的。另一项研究证实,与基于一周的视频游戏日记相比,我们基于问卷的游戏时间估计值是可靠的。尽管目前的横截面结果不能排除因果关系,但仍在讨论WM的可能机制-电子游戏玩法关联和未来的研究方向。总体而言,我们的结果表明,认知-电子游戏机的播放关系虽然较弱,但并非仅是由于最近讨论的有关特定分析方法和调查可靠性的方法文物。

著录项

  • 来源
    《Computers in Human Behavior》 |2019年第8期|94-103|共10页
  • 作者单位

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland;

    Univ Calif Irvine, Sch Educ, Irvine, CA USA;

    Univ Calif Riverside, Dept Psychol, Riverside, CA 92521 USA;

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland|Univ Oslo, Dept Linguist & Scandinavian Studies, Ctr Multilingualism Soc Lifespan, Oslo, Norway;

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland|Univ Turku, Dept Clin Med, Turku, Finland;

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland;

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland;

    Univ Calif Riverside, Dept Psychol, Riverside, CA 92521 USA|US Army, Res Lab, Aberdeen Proving Ground, MD USA;

    Abo Akad Univ, Dept Psychol, Biskopsgatan 3, Turku 20500, Finland|Univ Turku, Turku Brain & Mind Ctr, Turku, Finland;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Video game; Working memory; Cognition; Playing time; Self-report;

    机译:电子游戏;工作记忆;认知;游戏时间;自我报告;

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