Cognitive abilities of action video game and role-playing video game players: Data from a massive open online course.

Q1 Social Sciences Psychology of Popular Media Culture Pub Date : 2020-07-01 DOI:10.1037/PPM0000237
Gillian Dale, Florian Kattner, D. Bavelier, C. S. Green
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引用次数: 20

Abstract

Numerous studies have demonstrated that regularly playing action video games (AVGPs) is associated with increased cognitive performance. Individuals who play role-playing video games (RPGs) have usually been excluded from these studies. This is because RPGs traditionally contained no action components and were thus not expected to influence cognitive performance. However, modern RPGs increasingly include numerous action-like components. We therefore examined whether current RPG players (RPGPs) perform similar to action video game players (AVGPs) or nonvideo game players (NVGPs) on two cognitive tasks. Self-identified AVGPs (N = 76), NVGPs (N = 77), and RPGPs (N = 23) completed two online cognitive tasks: A useful field of view (UFOV) task and a multiple-object tracking task (MOT). The UFOV task measures the ability to deploy visuospatial attention over a large field of view while dividing one’s attention between a central and a peripheral task. The MOT task measures the ability to use attentional control to dynamically refresh information in working memory. RPGPs performed similar to AVGPs and better than NVGPs on both tasks. However, patterns of covariation (e.g., gender and age) presented obstacles to interpretation in some cases. Our study is the first to demonstrate that RPGPs show similar cognitive performance to AVGPs. These findings suggest that regularly playing modern RPGs may enhance visuospatial abilities. However, because the current study was purely cross-sectional, intervention studies will be needed to assess causation. We discuss the implications of this finding, as well as considerations for how gamers are classified going forward. (PsycINFO Database Record (c) 2019 APA, all rights reserved)
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动作类电子游戏和角色扮演类电子游戏玩家的认知能力:来自大型在线公开课程的数据。
大量研究表明,经常玩动作视频游戏(AVGPs)与提高认知能力有关。玩角色扮演电子游戏(rpg)的个人通常被排除在这些研究之外。这是因为rpg传统上不包含动作元素,因此不会影响认知表现。然而,现代rpg越来越多地包含了许多类似动作的元素。因此,我们研究了当前的RPG玩家(RPG)在两项认知任务上的表现是否与动作视频游戏玩家(AVGPs)或非视频游戏玩家(NVGPs)相似。自我识别的AVGPs (N = 76)、NVGPs (N = 77)和RPGPs (N = 23)完成了两个在线认知任务:一个有用视场(UFOV)任务和一个多目标跟踪任务(MOT)。UFOV任务衡量的是在大视野范围内部署视觉空间注意力的能力,同时将注意力分散在中心任务和外围任务之间。MOT任务测量的是使用注意力控制来动态刷新工作记忆信息的能力。在这两项任务中,RPGPs的表现与AVGPs相似,并且优于NVGPs。然而,在某些情况下,共变模式(如性别和年龄)对解释造成了障碍。我们的研究首次证明了rpgp与avgp表现出相似的认知表现。这些发现表明,经常玩现代rpg游戏可能会提高视觉空间能力。然而,由于目前的研究纯粹是横断面的,需要进行干预研究来评估因果关系。我们将讨论这一发现的含义,以及如何对玩家进行分类。(PsycINFO数据库记录(c) 2019 APA,版权所有)
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.80
自引率
0.00%
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0
期刊介绍: Psychology of Popular Media Culture ® is a scholarly journal dedicated to publishing empirical research and papers on how popular culture and general media influence individual, group, and system behavior. The journal publishes rigorous research studies, as well as data-driven theoretical papers on constructs, consequences, program evaluations, and trends related to popular culture and various media sources. Although the journal welcomes and encourages submissions from a wide variety of disciplines, topics should be linked to psychological theory and research.
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