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Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning

机译:赢得胜利:行动视频游戏体验和注意力在分类学习中的感知探索

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Categorization learning is a fundamental and complex cognitive ability. The present EEG study examined how much action video gamers differ from non-gamers in the usage of visual exploration and attention driven perceptual analyses during a categorization learning task. Seventeen healthy right-handed non-gamers and 16 healthy right-handed action video gamers performed a visual categorization task with 14 ring stimuli, which were divided into two categories. All stimuli had the same structure but differed with respect to their color combinations and were forming two categories including a prototype, five typical stimuli and one exception. The exception shared most similarities with the prototype of the opposite group. Prototypes and typical stimuli were correctly categorized at an early stage of the experiment, whereas the successful categorization of exceptions occurred later. The behavioral data yield evidence that action video gamers perform correct categorizations of exceptions earlier than non-gamers. Additionally, groups differed with respect to differential expressions of the attention related P150 ERP component (early perceptual analysis) and the N170 ERP component, which reflected differential processing demands for the stimulus material. In comparison to non-gamers, the analyses of the eye movements yield for action video gamers different, more central fixations possibly indicating covert peripheral processing. For both groups fixations as well as saccades decrease and in the case of exceptions, one of the two segments that are decisive for correct categorization shows higher fixation rates at the end of the experiment. These findings indicate for both groups a learning process regarding the stimulus material. Regarding the group differences, we interpret the results to indicate that action video gamers show a different stimulus exploration, use an enhanced early perceptual analysis of the stimulus material and therefore may detect changes in objects faster and learned the belonging of the stimuli to their categories in an earlier trial phase.
机译:分类学习是一种基本和复杂的认知能力。目前的EEG研究检测了在分类学习任务中使用可视探索和注意力驱动的感知分析中的非游戏玩家的动作视频游戏玩家在非游戏玩家中的不同。十七个健康的右手非游戏玩家和16名健康的右手动作视频游戏玩家用14个环刺激进行了一个可视分类任务,分为两类。所有刺激都具有相同的结构,但相对于它们的颜色组合不同,并且形成两类包括原型,五种典型刺激和一个例外。例外与对方组的原型共享大多数相似之处。原型和典型的刺激在实验的早期阶段被正确分类,而稍后会成功分类例外。行为数据产生的证据,即行动视频游戏玩家比非游戏玩家更早地执行异常的正确分类。另外,基团相对于关注相关P150 ERP组分(早期感知分析)和N170 ERP组分的差异表达,其反映了对刺激材料的差分处理需求。与非游戏玩家相比,对动作视频游戏玩家的眼动率产量的分析不同,可能指示隐蔽外围处理的中央固定。对于两个组的固定以及扫视减少并且在例外情况下,对于正确分类的决定性的两个段中的一个显示在实验结束时的固定速率更高。这些发现表明两组关于刺激材料的学习过程。关于群体差异,我们解释结果表明动作视频游戏玩家展示了不同的刺激探索,利用增强的早期感知分析刺激材料,因此可能会更快地检测物体的变化,并学习刺激的刺激到他们的类别早期的试验阶段。

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