Comparison of mental rotation ability, attentional capacity and cognitive flexibility in action video gamers and non-gamers

IF 2.4 3区 心理学 Q1 COMMUNICATION
N. Podlogar, A. Podlesek
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引用次数: 2

Abstract

Nowadays, video games have become the most popular form of entertainment. For this reason, it is crucial to investigate the positive and negative consequences of gaming. The action genre is the most played amongst gamers and is interesting for cognitive psychology research because gaming requires many perceptual and cognitive abilities. The present study examined the association between playing action video games and the ability to mentally rotate objects, track multiple objects, and switch between tasks. Using a sample of emerging and young adults (18–37 years old), we compared non-gamers (N = 81) and action video gamers (N = 82). Results showed that playing action video games was related to better mental rotation ability and higher attentional capacity. Although gamers switched between tasks faster than non-gamers, the groups did not differ in switching costs, which are an important indicator of cognitive flexibility. The results suggest that playing action video games is positively associated with information processing speed, attention, and visuospatial abilities, and suggest a possible use of such games to improve these abilities.
动作电子游戏玩家与非游戏玩家心理旋转能力、注意力和认知灵活性的比较
如今,电子游戏已经成为最流行的娱乐形式。出于这个原因,研究游戏的积极和消极后果至关重要。动作类游戏是玩家中玩得最多的游戏,对认知心理学研究来说也很有趣,因为游戏需要许多感知和认知能力。目前的研究考察了玩动作类电子游戏与心理旋转物体、追踪多个物体以及在任务之间切换的能力之间的联系。我们以18-37岁的年轻人为样本,比较了非游戏玩家(N = 81)和动作游戏玩家(N = 82)。结果表明,玩动作类电子游戏与更好的心理旋转能力和更高的注意力有关。尽管游戏玩家在不同任务间切换的速度比非游戏玩家快,但两组在转换成本上并无差异,而转换成本是认知灵活性的重要指标。研究结果表明,玩动作类电子游戏与信息处理速度、注意力和视觉空间能力呈正相关,并建议使用此类游戏来提高这些能力。
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
3.60
自引率
6.90%
发文量
39
审稿时长
50 weeks
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