清晨好,您是今天最早来到科研通的研友!由于当前在线用户较少,发布求助请尽量完整地填写文献信息,科研通机器人24小时在线,伴您科研之路漫漫前行!

Does action video game play really enhance the number of items that can be simultaneously attended?

电子游戏 动作(物理) 心理学 计算机科学 人工智能 数学 多媒体 量子力学 物理
作者
C. Shawn Green,Daphné Bavelier
出处
期刊:Journal of Vision [Association for Research in Vision and Ophthalmology]
卷期号:4 (8): 632-632 被引量:6
标识
DOI:10.1167/4.8.632
摘要

We have recently demonstrated that action video game play enhances subjects' accuracy when determining the number of items in a briefly flashed display (Green and Bavelier, 2003). Results from this variant of the subitizing task (Kaufman et al, 1948) suggest an increase in the number of items that can be simultaneously attended in action game players. However, because accuracy, rather than reaction time was taken as the primary measure of the subitizing range, highly accurate counting, rather than true subitizing could be at the root of the effect. At stake is the issue of whether video game play improves subitizing ability per se or rather some stages of sensory memory. To test this hypothesis, the subitizing range of avid video game players (VGPs) and non-video game players (NVGPs) was tested. Subjects were asked to say aloud as fast as possible the number of small white squares (1–12) that were presented centrally and followed by a pattern mask. The accuracy data replicated previous results: VGPs switched from subitizing to counting (accuracy begins to fall off) at around 5 items, whereas NVGPs switched between 2 and 3 items. However, as measured by reaction time, the switch (reaction time begins to increase) occurred at around 3 items for both groups. This indicates that VGPs possess, not a greater subitizing range, but instead a more stable sensory representation of the display that facilitates counting ability. To more directly evaluate the claim that video game play increases the number of items that can be attended at once, a ball-tracking paradigm was employed (Pylyshyn and Storm, 1988). This paradigm was chosen because, unlike the subitizing task, it requires continuous dynamical allocation of attention to several items over time. VGPs were able to successfully track five moving dots whereas NVGPs could accurately track only three. This experiment unambiguously establishes that video game play allows a greater number of items to be indexed and tracked.

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
123asd发布了新的文献求助10
2秒前
frankyeah完成签到,获得积分10
2秒前
sheg完成签到,获得积分10
4秒前
LWJ要毕业完成签到 ,获得积分10
7秒前
科研通AI2S应助科研通管家采纳,获得10
8秒前
9秒前
领导范儿应助frankyeah采纳,获得10
18秒前
小徐完成签到 ,获得积分10
20秒前
瞬间de回眸完成签到 ,获得积分10
21秒前
喜欢玩王者荣耀应助123asd采纳,获得10
26秒前
qianci2009完成签到,获得积分0
31秒前
坚定蘑菇完成签到 ,获得积分10
35秒前
sunwsmile完成签到 ,获得积分10
36秒前
49秒前
lingling完成签到 ,获得积分10
49秒前
月上柳梢头A1完成签到,获得积分10
1分钟前
练得身形似鹤形完成签到 ,获得积分10
1分钟前
1分钟前
xuexixiaojin完成签到 ,获得积分10
1分钟前
水巷一人完成签到 ,获得积分20
1分钟前
研友_LN25rL完成签到,获得积分10
1分钟前
Mr.H完成签到 ,获得积分10
1分钟前
yuntong完成签到 ,获得积分0
1分钟前
1分钟前
Ahui完成签到 ,获得积分10
1分钟前
QIQI发布了新的文献求助10
1分钟前
李健的粉丝团团长应助QIQI采纳,获得10
2分钟前
科研通AI2S应助科研通管家采纳,获得10
2分钟前
领导范儿应助科研通管家采纳,获得10
2分钟前
顺利问玉完成签到 ,获得积分10
2分钟前
2分钟前
as完成签到 ,获得积分10
2分钟前
likexin完成签到,获得积分10
2分钟前
呆萌芙蓉完成签到 ,获得积分10
2分钟前
周娅敏完成签到,获得积分10
2分钟前
2分钟前
愛愛愛愛完成签到,获得积分10
2分钟前
2分钟前
笨笨完成签到 ,获得积分10
2分钟前
QIQI发布了新的文献求助10
2分钟前
高分求助中
(应助此贴封号)【重要!!请各用户(尤其是新用户)详细阅读】【科研通的精品贴汇总】 10000
Introduction to Helicopter and Tiltrotor Flight Simulation, Second Edition 2500
卤化钙钛矿人工突触的研究 2000
Malcolm Fraser : a biography 700
Signals, Systems, and Signal Processing 610
Software that combines deep learning,3D reconstruction and CFD to analyze the state of carotid arteries from ultrasound imaging 600
Bounds for Statistical Estimation in Semiparametric Models 500
热门求助领域 (近24小时)
化学 材料科学 医学 生物 纳米技术 工程类 有机化学 化学工程 生物化学 计算机科学 物理 内科学 复合材料 催化作用 物理化学 光电子学 电极 细胞生物学 基因 无机化学
热门帖子
关注 科研通微信公众号,转发送积分 6497342
求助须知:如何正确求助?哪些是违规求助? 8293545
关于积分的说明 17695909
捐赠科研通 5592849
什么是DOI,文献DOI怎么找? 2917287
邀请新用户注册赠送积分活动 1894195
关于科研通互助平台的介绍 1754471