动作视频游戏与认知能力的研究进展
Research Progress on the Cognitive Ability and Action Video Games
DOI: 10.12677/AP.2021.113087, PDF,  被引量   
作者: 王栋然:天津师范大学心理学部,天津
关键词: 认知能力注意控制动作视频游戏Cognitive Ability Attention Control Action Video Games
摘要: 在认知领域,近二十年以来已经有许多研究证明了动作视频游戏玩家比非玩家有更好的认知能力,并且在动作视频游戏训练后的非玩家身上也能发现类似的现象。最为重要的是,这种改善能够迁移到未经训练的日常的认知技能中,为个体的发展带来许多优势。在梳理国内外相关研究的基础上,总结了与动作游戏有关的认知领域,分析了动作视频游戏影响认知能力的机制,归纳了能增强认知能力的游戏的特征,并阐述了其原因。未来可以从三个方面展开研究:1) 深入关注动作视频游戏对特殊发展人群的影响及其机制;2) 探索新兴的移动终端动作视频游戏对个体认知能力的影响及其机制;3) 进一步细化玩家游玩风格对认知能力的影响差异。
Abstract: In the field of cognition, there have been many studies in the past two decades that have proved that action video game players have better cognitive abilities than non-players. Similar phenomena can be found in non-players trained in action video games. Most importantly, this improvement can be transferred to untrained daily cognitive skills, bringing many advantages to individual development. On the basis of combing the relevant research in the past two decades, this paper summarized the cognitive fields related to action games, analyzed the mechanism of how action video games improve cognitive ability, the characteristics of games that can enhance cognitive ability, and explained the reasons. Future research can be carried out from three aspects: 1) In-depth attention to the impact and mechanism of action video games on special development groups; 2) Explore the impact and mechanism of emerging mobile terminal action video games on individual cognitive abilities; 3) Further explore the differences in the effects of players' different styles on cognitive abilities.
文章引用:王栋然 (2021). 动作视频游戏与认知能力的研究进展. 心理学进展, 11(3), 764-771. https://doi.org/10.12677/AP.2021.113087

参考文献

[1] 陈宏, 王苏妍(2012). 视觉注意瞬脱实验范式述评. 心理科学进展, 20(12), 1926-1939.
[2] 陈淼, 刘建东(2019). 正强化理论在情绪与行为障碍儿童音乐治疗干预过程中的影响研究与实践. 教育观察, 9(41), 53-73.
[3] 李晴, 陈安涛(2018). 视频游戏对认知能力的影响及其神经基础. 心理科学, 41(6), 1318-1324.
[4] 麻彦坤, 叶浩生(2004). 维果茨基最近发展区思想的当代发展. 心理发展与教育, (2), 89-93.
[5] 莫雷(1997). 论学习迁移研究. 华南师范大学学报(社会科学版), (6), 50-75.
[6] 王文静(2000). 维果茨基“最近发展区”理论对我国教学改革的启示. 心理学探新, 74(2), 17-20.
[7] 吴四兰, 周宗奎, 牛更枫, 刘美婷(2015). 视频游戏迁移现象: 类型、表现及作用机制. 心理科学进展, 23(6), 1041-1051.
[8] 张红霞, 谢毅(2008). 动机过程对青少年网络游戏行为意向的影响模型. 心理学报, 40(12), 1275-1286.
[9] Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Faraji, F., Janowich, J., Kong, E., Gazzaley, A. et al. (2013). Video Game Training Enhances Cognitive Control in Older Adults. Nature, 501, 97-101.[CrossRef] [PubMed]
[10] Bavelier, D., & Green, C. S. (2019). Review Enhancing Attentional Control: Lessons from Action Video Games. Neuron, 104, 147-163.[CrossRef] [PubMed]
[11] Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2012). Neural Bases of Selective Attention in Action Video Game Players. Vision Research, 61, 132-143.[CrossRef] [PubMed]
[12] Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills. Psychological Bulletin, 144, 77-110.[CrossRef] [PubMed]
[13] Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The Effects of Video Game Playing on Attention, Memory, and Executive Control. Acta Psychologica, 129, 387-398.[CrossRef] [PubMed]
[14] Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action Video Game Experience Reduces the Cost of Switching Tasks. Attention, Perception, and Psychophysics, 74, 641-647.[CrossRef] [PubMed]
[15] Castel, A. D., Pratt, J., & Drummond, E. (2005). The Effects of Action Video Game Experience on the Time Course of Inhibition of Return and the Efficiency of Visual Search. Acta Psychologica, 119, 217-230.[CrossRef] [PubMed]
[16] Clark, K., Fleck, M. S., & Mitroff, S. R. (2011). Enhanced Change Detection Performance Reveals Improved Strategy Use in Avid Action Video Game Players. Acta Psychologica, 136, 67-72.[CrossRef] [PubMed]
[17] Cohen, J. E., Green, C. S., & Bavelier, D. (2008). Training Visual Attention with Video Games: Not All Games Are Created Equal. In H. F. O’Neil, & R. S. Perez (Eds.), Computer Games and Team and Individual Learning (pp. 205-227). Amsterdam: Elsevier.
[18] Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B. (2013). Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improvement in Working Memory But Not Action Inhibition. Psychological Research, 77, 234-239.[CrossRef] [PubMed]
[19] Dephne, B., & Richard, J. D. (2013). Games to Do You Good. Nature, 494, 425-426.[CrossRef] [PubMed]
[20] Donohoe, S. E., Woldorff, M. G., & Mitroff, S. R. (2010). Video Game Players Show More Precise Multisensory Temporal Processing Abilities. Attention, Perception & Psychophysics, 72, 1120-1129.[CrossRef
[21] Dye, M. W. G., Green, C. S., & Bavelier, D. (2009a). Increasing Speed of Processing with Action Video Games. Current Directions in Psychological Science, 18, 321-326.[CrossRef] [PubMed]
[22] Dye, M. W. G., Green, C. S., & Bavelier, D. (2009b). The Development of Attention Skills in Action Video Game Players. Neuropsychologia, 47, 1780-1789.[CrossRef] [PubMed]
[23] Feng, J., Spence, I., & Pratt, J. (2007). Playing an Action Video Game Reduces Gender Differences in Spatial Cognition. Psychological Science, 18, 850-855.[CrossRef] [PubMed]
[24] Fritzsche, A. S., Stahl, J., & Gibbons, H. (2011). An ERP Study of Target Competition: Individual Differences in Functional Impulsive Behavior. International Journal of Psychophysiology, 81, 12-21.[CrossRef] [PubMed]
[25] Green, C. S., & Bavelier, D. (2003). Action Video Game Modifies Visual Selective Attention. Nature, 423, 3-6.[CrossRef] [PubMed]
[26] Green, C. S., & Bavelier, D. (2006a). Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention. Journal of Experimental Psychology: Human Perception and Performance, 32, 1465-1478.[CrossRef] [PubMed]
[27] Green, C. S., & Bavelier, D. (2006b). Enumeration versus Multiple Object Tracking: The Case of Action Video Game Players. Cognition, 101, 217-245.[CrossRef] [PubMed]
[28] Green, C. S., & Bavelier, D. (2015). Action Video Game Training for Cognitive Enhancement. Current Opinion in Behavioral Sciences, 4, 103-108.[CrossRef
[29] Green, C., & Bavelier, D. (2007). Video-Game Experience Alters the Spatial Resolution of Vision. Psychological Science, 18, 88-94.[CrossRef] [PubMed]
[30] Hou, H. Y., Jia, X. Z., Wang, P., Zhang, J. X., Huang, S., & Li, H. J. (2019). Intrinsic Resting-State Activity in Older Adults with Video Game Experience. Frontiers in Aging Neuroscience, 11, 1-8.[CrossRef] [PubMed]
[31] Khader, P. H., Jost, K., Ranganath, C., & Rösler, F. (2010). Theta and Alpha Oscillations during Working-Memory Maintenance Predict Successful Long-Term Memory Encoding. Neuroscience Letters, 468, 339-343.[CrossRef] [PubMed]
[32] Kowal, M., Toth, A. J., Exton, C., & Campbell, M. J. (2018). Different Cognitive Abilities Displayed by Action Video Gamers and Non-Gamers. Computers in Human Behavior, 88, 255-262.[CrossRef
[33] Kühn, S., Gleich, T., Lorenz, R. C., Lindenberger, U., & Gallinat, J. (2014). Playing Super Mario Induces Structural Brain Plasticity: Gray Matter Changes Resulting from Training with a Commercial Video Game. Molecular Psychiatry, 19, 265-271.[CrossRef] [PubMed]
[34] Maclin, E. L., Mathewson, K. E., Low, K. A., Boot, W. R., Kramer, A. F., Fabiani, M., & Gratton, G. (2011). Learning to Multitask: Effects of Video Game Practice on Electrophysiological Indices of Attention and Resource Allocation. Psychophysiology, 48, 1173-1183.[CrossRef] [PubMed]
[35] Tanaka, S., Ikeda, H., Kasahara, K., Kato, R., Tsubomi, H., Sugawara, S. K., Watanabe, K. et al. (2013). Larger Right Posterior Parietal Volume in Action Video Game Experts: A Behavioral and Voxel-Based Morphometry (VBM) Study. PLoS ONE, 8, e66998.[CrossRef] [PubMed]
[36] West, G. L., Konishi, K., & Bohbot, V. D. (2017). Video Games and Hippocampus-Dependent Learning. Current Directions in Psychological Science, 26, 152-158.[CrossRef