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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:大规模的横截面相关研究

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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,视频游戏与选择认知结构域中的认知性能正相关,但这些关联的大小已经被调用,因为它们经常基于与非加强者进行视频真实性的极端群体分析。当包括整个参与者范围,而不仅仅是极端情况时,观察到这些效果明显减少(Unsworth等,2015)。为了进一步研究这个问题,我们将视频游戏和工作内存(WM)性能之间的关联与在极端组设计中的设计与包括大型成年样本中的全系列参与者的设计(n = 503)进行了比较。用三个复合分数(言语WM,粘合空间WM,N-BACK)测量WM。极端群体分析显示,视频Garners在所有三个WM措施上比非Garners更好地表现优于非Garners,而整个样本分析表明在玩视频游戏和粘面空间WM和N背部性能之间的时间之间表现出弱的积极关联。因此,研究设计调制了效果,但WM和视频游戏之间的三个关联中的两个在两个分析技术上都是一致的。单独的研究证实,与视频游戏的一周日记相比,我们对基于调查的游戏时间估计可靠。虽然目前的横截面结果排除了因果推断,但讨论了WM-VideoGame播放关联和未来研究方向的可能机制。总体而言,我们的结果表明,认知 - 视频游戏竞争关系,尽管弱势,但最近讨论了关于特定分析方法和调查可靠性的方法学人工制品。

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:视频游戏;工作记忆;认知;演奏时间;自我报告;

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