线索有效性对动作游戏玩家返回抑制的影响 | |
其他题名 | The Effects of Cue Validity on Action Video Game Players' Inhibition of Return |
卢秀玲1; 张侃2 | |
第一作者 | 卢秀玲 |
通讯作者邮箱 | [email protected] |
心理所单位排序 | 2 |
摘要 | 本研究探讨不同线索有效性条件下,动作游戏玩家和非游戏玩家在返回抑制这一注意效应上的差异。线索的有效性共有三个水平:75%、50%、25%。实验结果发现:(1)线索有效性为75%时,动作游戏玩家在所有SOA上均无返回抑制效应,而非玩家在SOA为700ms时有返回抑制效应;(2)在线索有效性为25%和50%的条件下,动作游戏玩家和非游戏玩家都在所有SOA上均有返回抑制效应,但是动作游戏玩家的返回抑制效应量小于非游戏玩家。这些发现表明,动作游戏会导致抑制性注意功能衰退。 |
其他摘要 | Action video games place extraordinary demands on the visual and visuo-motor systems.Action video game players (VGPs) have been shown to outperform their non-game playing (NVGPs) peers on a number of sensory/cognitive measures.It is worth considering the IOR (Inhibition of return) characteristics of VGPs. IOR refers to the slowing of a response to a target appearing at a previously attended location, which is a inhibitory phenomenon of spatial selective attention. It helps the attention of the previous location transfer to the new space of location, increasing attention's search efficiency in the visual space, reflecting evolutionary adaptation of the human about the complex environment. The quantity of IOR differs in different cue validity condition. Previous studies found that there were significant IOR under both the 20% valid condition and the 50% valid condition. There was no IOR under the 80% valid condition. And studies showed that the subjects who can have IOR effect under the high valid conditions were refereed to be more efficient in attention switching. This study investigated the effects of cue validity on action video game players' inhibition of return. There were three cue valid condition:75%, 50% and 25%. There were five SOA (stimulus onset asynchrony) levels: 100ms, 400ms, 700ms, 1000ms and 1300 ms. The results showed: I.VGPs' reaction time is shorter than the NVGPs' under all conditions 2.VGPs don't show any IOR in the high probability cue condition(75%), but NVGPs show IOR when the SOA is 700ms. Yln the 50% and 25%cue validity condition, all subjects show IOR, but IOR of VGPs, is smaller than NVGPs,. In the present study, we find that VGPs show higher efficiency in response execution, but recede in response inhibition (i.e. inhibitory control), as compared to NVGPs. Further research will assess whether videogames can deteriorate cognitive control. |
关键词 | 返回抑制 动作游戏 动作游戏玩家 线索有效性 |
学科领域 | 网络心理学 |
2017-02 | |
DOI | DOI:10.16719/j.cnki.1671-6981.20170201 |
发表期刊 | 心理科学 |
ISSN | 1671-6981 |
卷号 | 40期号:2页码:258-262 |
期刊论文类型 | 期刊论文 |
URL | 查看原文 |
收录类别 | CSCD |
CSCD记录号 | CSCD:5950457 |
引用统计 | |
文献类型 | 期刊论文 |
条目标识符 | http://ir.psych.ac.cn/handle/311026/21350 |
专题 | 社会与工程心理学研究室 |
通讯作者 | 张侃 |
作者单位 | 1.海南师范大学教育与心理学院 2.中国科学院心理研究所 |
通讯作者单位 | 中国科学院心理研究所 |
推荐引用方式 GB/T 7714 | 卢秀玲,张侃. 线索有效性对动作游戏玩家返回抑制的影响[J]. 心理科学,2017,40(2):258-262. |
APA | 卢秀玲,&张侃.(2017).线索有效性对动作游戏玩家返回抑制的影响.心理科学,40(2),258-262. |
MLA | 卢秀玲,et al."线索有效性对动作游戏玩家返回抑制的影响".心理科学 40.2(2017):258-262. |
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