...
首页> 外文期刊>CyberPsychology & Behavior >Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?
【24h】

Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?

机译:电子游戏的使用和认知性能:它是否会随着有问题的电子游戏的使用而变化?

获取原文
获取原文并翻译 | 示例
           

摘要

Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.
机译:已经发现动作视频游戏玩家在各种认知任务上的表现要优于非玩家。但是,复制这些视频游戏玩家优势的几次失败表明,这种关系可能并不简单。此外,尽管发现有问题的视频游戏玩家在多对象跟踪范例方面似乎没有表现出与非问题视频游戏玩家相同的优越性能,但尚未针对其他任务进行研究。因此,本研究比较了游戏玩家和非游戏玩家在任务切换能力,视觉短期记忆,心理旋转,枚举和侧翼干扰方面的能力,并调查了自我报告的有问题的视频游戏使用的影响。共有66名参与者完成了实验,其中26人玩了动作视频游戏,其中包括20名有问题的玩家。结果没有显示出玩动作视频游戏的显着效果,也没有显示出有问题的视频游戏的影响。这表明先前报道的视频游戏玩家的认知优势可能仅限于特定的任务功能或样本。此外,有问题的视频游戏玩法可能不会对认知性能产生不利影响,尽管考虑到缺乏视频游戏玩家的优势很难确定这一点。因此迫切需要更多的研究。

著录项

  • 来源
    《CyberPsychology & Behavior》 |2014年第3期|153-159|共7页
  • 作者单位

    Department of Psychology, Goldsmiths, University of London, London, United Kingdom,Goldsmiths University of London Department of Psychology London SE14 6NW United Kingdom;

    Department of Psychology, Goldsmiths, University of London, London, United Kingdom;

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

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

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