考察日本电子竞技活动的有效性

G. Hagiwara, D. Akiyama, Shunichi Takeshita
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引用次数: 3

摘要

数字游戏或电子游戏对认知功能有积极影响。然而,目前还没有研究调查电子竞技在日本的积极影响。因此,我们进行了两项研究。研究1使用Stroop和反Stroop颜色和单词测试来检验电子竞技与认知功能的关系。此外,研究2使用生物学评价方法对电子竞技时的心理状态进行了检测。研究1包括6名会玩电子竞技的男大学生(3名在电子竞技组,3名在对照组),而研究2涉及两名日本男大学生电子竞技选手。电子竞技组进行10分钟的电子竞技,并在游戏过程中评估其认知功能和心理状态。研究二采用脑电图法对电子竞技选手的心理状态进行评价。结合提取的原始脑电图数据,使用KANSEI模块记录仪分析情绪状态(集中)。研究1的结果表明,10分钟的电子竞技活动显著改善了电子竞技组的认知功能,尤其是干扰和注意力。研究2得出玩耍时间的平均浓度显著高于休息时间的平均浓度。因此,本研究表明,电子竞技活动在短时间内可能会产生积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Examining effectiveness of e-sports activity in Japan
Digital games or video games have a positive impact on cognitive function. However, there is no study examining the positive effects of e-sports in Japan. Thus, we conducted two studies. Study 1 examined the relationship between e-sports and cognitive function using the Stroop and reverse-Stroop Color and Word Test. Additionally, study 2 examined the psychological statement while playing e-sports using biological evaluation. Study 1 included six male collegiate students who could play e-sports (three in the e-sports group, three in the control group), while study 2 involved two male Japanese collegiate e-sports players. The e-sports group played e-sports for 10 minutes and their cognitive function and psychological statement were evaluated during play. EEG was employed to evaluate the psychological statement of the e-sport players in study 2. Emotional condition (concentration) was analysed from the combination of the extracted raw EEG data using KANSEI Module Logger. Results of study 1 indicated that 10 minutes of e-sports activity significantly improved cognitive function, especially interference and concentration, in the e-sports group. Study 2 concluded that the average concentration value at play time was significantly higher than that during the resting period. Therefore, this study indicated that e-sports activity might have positive effects when played for a brief time.
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