电子游戏
大型网络公开课
动作(物理)
计算机科学
游戏设计
多媒体
认知
课程(导航)
电子游戏设计
游戏艺术设计
游戏设计文档
在线视频
游戏开发者
心理学
人机交互
万维网
工程类
神经科学
航空航天工程
物理
量子力学
作者
Gillian Dale,Florian Kattner,Daphné Bavelier,C. Shawn Green
出处
期刊:Psychology of popular media
[American Psychological Association]
日期:2020-07-01
卷期号:9 (3): 347-358
被引量:22
摘要
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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