动作视频游戏对视觉注意的影响
The Impact of Action Video Games on Visual Attention
DOI: 10.12677/ASS.2023.123185, PDF,   
作者: 赵彤彤:西南大学心理学部,重庆
关键词: 动作视频游戏视觉注意Action Video Games Visual Attention
摘要: 目的:近年来,研究者们广泛探讨了动作视频游戏对视觉注意的影响,相关研究有待进一步总结,加深对动作视频游戏产生影响的了解。方法:通过总结近十几年的相关研究,综述动作视频游戏对视觉注意的影响。结果:本文从注意资源、信息处理速度、注意选择、注意转换及注意抑制五个方面分别论述了动作视频游戏对视觉注意的影响,总的来说,目前大多关于动作视频游戏对注意的影响的研究所得结果是积极的。结论:动作视频游戏是充满商业色彩的复杂游戏,其影响不可一概而论,仍需研究者们进一步探究。
Abstract: Aims: In recent years, researchers have extensively explored the effects of action video games on visual attention, and further research needs to be summarised to improve the understanding of the effects of action video games. Methods: The effects of action video games on visual attention were reviewed by summarising relevant research from the last decade or so. Results: In this paper, the effects of action video games on visual attention are discussed in terms of attentional resources, information processing speed, attentional selection, attentional switching and attentional inhibition, and in general, most of the current research on the effects of action video games on attention is positive. Conclusion: Action video games are commercially complex games whose effects cannot be generalised and need to be further explored by researchers.
文章引用:赵彤彤. 动作视频游戏对视觉注意的影响[J]. 社会科学前沿, 2023, 12(3): 1334-1340. https://doi.org/10.12677/ASS.2023.123185

参考文献

[1] 中国互联网络信息中心. 第47次《中国互联网络发展状况统计报告》[Z]. 2021. http://www.cac.gov.cn/gzzt/ztzl/zt/cnic/A0920010802index_1.htm
[2] Green, C.S. and Bavelier, D. (2003) Action Video Game Modifies Visual Selective Attention. Nature, 423, 534-537. [Google Scholar] [CrossRef] [PubMed]
[3] West, R., Swing, E.L., Anderson, C.A. and Prot, S. (2020) The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control. International Journal of Environmental Research and Public Health, 17, 5160. [Google Scholar] [CrossRef] [PubMed]
[4] Bailey, K., West, R. and Anderson, C.A. (2010) A Negative Association between Video Game Experience and Proactive Cognitive Control. Psychophysiology, 47, 34-42. [Google Scholar] [CrossRef] [PubMed]
[5] Kira, B., Robert, W. and Judson, K. (2013) What Would My Avatar Do? Gaming, Pathology, and Risky Decision Making. Frontiers in Psychology, 4, 609. [Google Scholar] [CrossRef] [PubMed]
[6] Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L. and Saleem, M. (2010) Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173. [Google Scholar] [CrossRef] [PubMed]
[7] Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W.J., Green, C.S. and Bavelier, D. (2016) Technology Consumption and Cognitive Control: Contrasting Action Video Game Experience with Media Multitasking. Attention, Perception and Psychophysics, 78, 218-241. [Google Scholar] [CrossRef] [PubMed]
[8] Mcdermott, A.F., Bavelier, D. and Green, C.S. (2014) Memory Abilities in Action Video Game Players. Computers in Human Behavior, 34, 69-78. [Google Scholar] [CrossRef
[9] Schmidt, A., Geringswald, F., Sharifian, F. and Pollmann, S. (2018) Not Scene Learning, but Attentional Processing Is Superior in Team Sport Athletes and Action Video Game Players. Psychological Research, 84, 1028-1038. [Google Scholar] [CrossRef] [PubMed]
[10] Jupitara, H., Piyush, K., Rajdeep, D. and Haque, L.S. (2018) Neural Modulation in Action Video Game Players during Inhibitory Control Function: An EEG Study Using Discrete Wavelet Transform. Biomedical Signal Processing & Control, 45, 144-150. [Google Scholar] [CrossRef
[11] Nan, Q., Weiyi, M., Xin, F., Youjin, Z., Yi, L., Yuening, Y., et al. (2018) Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience. Frontiers in Human Neuroscience, 12, 47. [Google Scholar] [CrossRef] [PubMed]
[12] Zhang, B., Liu, S., Hu, C., Luo, Z. and Sui, J. (2020) Enhanced Memory-Driven Attentional Capture in Action Video Game Players. Computers in Human Behavior, 107, Article ID: 106271. [Google Scholar] [CrossRef
[13] Franceschini, S., Gori, S., Ruffino, M., Viola, S., Molteni, M. and Facoetti, A. (2013) Action Video Games Make Dyslexic Children Read Better. Current Biology, 23, 462-466. [Google Scholar] [CrossRef] [PubMed]
[14] Antzaka, A., Lallier, M., Meyer, S., Diard, J., Carreiras, M. and Valdois, S. (2017) Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span. Scientific Reports, 7, Article No. 14563. [Google Scholar] [CrossRef] [PubMed]
[15] Dye, M.W.G., Green, C.S. and Bavelier, D. (2009) Increasing Speed of Processing with Action Video Games. Current Directions in Psychological Science, 18, 321-326. [Google Scholar] [CrossRef] [PubMed]
[16] Focker, J., Mortazavi, M., Khoe, W., Hillyard, S.A. and Bavelier, D. (2018) Neural Correlates of Enhanced Visual Attentional Control in Action Video Game Players: An Event-Related Potential Study. Journal of Cognitive Neuroscience, 31, 377-389. [Google Scholar] [CrossRef] [PubMed]
[17] Green, C.S., Pouget, A. and Bavelier, D. (2010) Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games. Current Biology, 20, 1573-1579. [Google Scholar] [CrossRef] [PubMed]
[18] Van Ravenzwaaij, D., Boekel, W., Forstmann, B.U., Ratcliff, R. and Wagenmakers, E.J. (2014) Action Video Games Do Not Improve the Speed of Information Processing in Simple Perceptual Tasks. Journal of Experimental Psychology General, 143, 1794-805. [Google Scholar] [CrossRef] [PubMed]
[19] Li, R., Polat, U., Makous, W. and Bavelier, D. (2009) Enhancing the Contrast Sensitivity Function through Action Video Game Training. Nature Neuroscience, 12, 549-551. [Google Scholar] [CrossRef] [PubMed]
[20] Belchior, P., Marsiske, M., Sisco, S.M., Yam, A., Bavelier, D., Ball, K. and Mann, W.C. (2013) Video Game Training to Improve Selective Visual Attention in Older Adults. Computers in Human Behavior, 29, 1318-1324. [Google Scholar] [CrossRef] [PubMed]
[21] Hubert-Wallander, B., Green, C.S., Sugarman, M. and Bavelier, D. (2011) Changes in Search Rate but Not in the Dynamics of Exogenous Attention in Action Videogame Players. Attention, Perception and Psychophysics, 73, 2399- 2412. [Google Scholar] [CrossRef] [PubMed]
[22] Li, J., Zhou, Y. and Gao, X. (2022) The Advantage for Action Video Game Players in Eye Movement Behavior during Visual Search Tasks. Current Psychology, 41, 8374-8383. [Google Scholar] [CrossRef
[23] Pavan, A., Hobaek, M., Blurton, S.P., Contillo, A., Ghin, F. and Greenlee, M.W. (2019) Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm. Scientific Reports, 9, 6027. [Google Scholar] [CrossRef] [PubMed]
[24] Sungur, H. and Boduroglu, A. (2012) Action Video Game Players form More Detailed Representation of Objects. Acta Psychologica, 139, 327-334. [Google Scholar] [CrossRef] [PubMed]
[25] Peters, J., Crewther, S.G., Murphy, M.J. and Bavin, E.L. (2021) Action Video Game Training Improves Text Reading Accuracy, Rate and Comprehension in Children with Dyslexia: A Randomized Controlled Trial. Scientific Reports, 11, Article No. 18584. [Google Scholar] [CrossRef] [PubMed]
[26] Azizi, E., Abel, L.A. and Stainer, M.J. (2017) The Influence of Action Video Game Playing on Eye Movement Behaviour during Visual Search in Abstract, In-Game and Natural Scenes. Attention, Perception and Psychophysics, 79, 484-497. [Google Scholar] [CrossRef] [PubMed]
[27] Chisholm, J.D., Hickey, C., Theeuwes, J. and Kingstone, A. (2010) Reduced Attentional Capture in Action Video Game Players. Attention, Perception and Psychophysics, 72, 667-671. [Google Scholar] [CrossRef
[28] Cain, M.S., Prinzmetal, W., Shimamura, A.P. and Landau, A.N. (2014) Improved Control of Exogenous Attention in Action Video Game Players. Frontiers in Psychology, 5, 69. [Google Scholar] [CrossRef] [PubMed]
[29] Lavie, N., Hirst, A., De Fockert, J.W. and Viding, E. (2004) Load Theory of Selective Attention and Cognitive Control. Journal of Experimental Psychology General, 133, 339-354. [Google Scholar] [CrossRef] [PubMed]
[30] Irons, J.L., Remington, R.W. and Mclean, J.P. (2011) Not So Fast: Rethinking the Effects of Action Video Games on Attentional Capacity. Australian Journal of Psychology, 63, 224-231. [Google Scholar] [CrossRef
[31] Hauck, C. and Lien, M. (2022) The Role of Visual Working Memory Capacity in Attention Capture among Video Game Players. Psychological Research, 86, 2128-2143. [Google Scholar] [CrossRef] [PubMed]
[32] Mueller, S.T. and Esposito, A.G. (2014) Computerized Testing Software for Assessing Interference Suppression in Children and Adults: The Bivalent Shape Task (BST). Journal of Open Research Software, 2, e3. [Google Scholar] [CrossRef] [PubMed]
[33] Klimesch, W., Sauseng, P. and Hanslmayr, S. (2007) EEG Alpha Oscillations: The Inhibition-Timing Hypothesis. Brain Research Reviews, 53, 63-88. [Google Scholar] [CrossRef] [PubMed]
[34] Kozhevnikov, M., Li, Y., Wong, S., Obana, T. and Amihai, I. (2018) Do Enhanced States Exist? Boosting Cognitive Capacities through an Action Video-Game. Cognition, 173, 93-105. [Google Scholar] [CrossRef] [PubMed]
[35] Ciobanu, A.E., Shibata, K., Ali, L., Rioja, K., Andersen, S.K., Bavelier, D. and Bediou, B. (2023) Attentional Modulation as a Mechanism for Enhanced Facial Emotion Discrimination: The Case of Action Video Game Players. Cognitive, Affective & Behavioral Neuroscience. [Google Scholar] [CrossRef] [PubMed]
[36] Foerster, F.R., Chidharom, M., Bonnefond, A. and Giersch, A.B. (2022) Neurocognitive Analyses Reveal That Video Game Players Exhibit Enhanced Implicit Temporal Processing. Communications Biology, 5, Article No. 1082. [Google Scholar] [CrossRef] [PubMed]