Video Game Interaction Related to Increased Present Attention in College Students

Q3 Social Sciences
Paideia Pub Date : 2022-01-01 DOI:10.1590/1982-4327e3202
Radael Rezende Rodrigues Junior, Lívia Rodrigues, M. Souza
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引用次数: 0

Abstract

Abstract Action video games require a high level of attention and almost automatic psychomotor reactions from the player. Therefore, this study aims to verify the relationship between the amount of hours of interaction with action video games and private self-awareness and attention to the present moment. In total, 1,315 college students were recruited (M = 21.6 years; SD = 2.7), who responded to the Digital Entertainment and Information Use Questionnaire, the Self-Reflection and Insight Scale, and the Full Attention and Awareness Scale. Statistical analysis (Kruskal-Wallis and Dunn’s Post-Hoc Tests) indicated a relationship between hours of video game interaction, attention to the present, and self-reflection. It is concluded that playing action video games regularly and for a certain period of time is related to a lower predisposition to turn attention to oneself and to lower impulsivity, but to a higher disposition to focus on everyday experiences (attention to the present).
电子游戏互动与大学生当下注意力增加的关系
动作电子游戏需要玩家高度的注意力和几乎自动的心理运动反应。因此,本研究旨在验证动作电子游戏互动时间与个人自我意识和对当下时刻的关注之间的关系。共招募了1315名大学生(M = 21.6岁;SD = 2.7),他们回答了数字娱乐和信息使用问卷、自我反思和洞察力量表以及充分注意和意识量表。统计分析(Kruskal-Wallis和Dunn的事后测试)表明,电子游戏互动时间、对当下的关注和自我反思之间存在关系。结论是,在一定的时间内经常玩动作电子游戏与较低的将注意力转向自己和较低的冲动性有关,但与更倾向于关注日常体验(关注现在)有关。
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
Paideia
Paideia Social Sciences-Education
CiteScore
1.10
自引率
0.00%
发文量
19
审稿时长
36 weeks
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