Completing a Sustained Attention Task Is Associated With Decreased Distractibility and Increased Task Performance Among Adolescents With Low Levels of Media Multitasking.

Completing a Sustained Attention Task Is Associated With Decreased Distractibility and Increased Task Performance Among Adolescents With Low Levels of Media Multitasking.
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DOI:
10.3389/fpsyg.2021.804931
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发表时间:
2021
影响因子:
3.8
通讯作者:
Gilbert-Diamond D
Gilbert-Diamond D
中科院分区:
心理学3区
文献类型:
--
作者:
Brand J;Lansigan RK;Thomas N;Emond J;Gilbert-Diamond D

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评估青少年在完成持续注意力和急性媒体多任务后,在计算机任务上的注意力分散和表现,这些青少年具有不同的自我报告的日常媒体多任务。96名13- 17岁的青少年在完成Go/No-go范式后玩俄罗斯方块游戏,以测量在干扰物、急性媒体多任务处理或被动观看条件下的持续注意力。青少年在随机顺序的单独访问中完成了这些条件。持续的注意力是衡量在去/不去的任务,通过测量遗漏的错误。分散注意力,而玩俄罗斯方块的任务是通过计算眼动跟踪措施的注意力(第一个固定持续时间,累计固定持续时间),以不相关的干扰图像接壤的俄罗斯方块游戏。参与者还自我报告了他们每天的媒体多任务处理。去/不去的任务揭示了重要的质量差异之间的持续关注低和高通常的媒体多任务。在低常用媒体多任务处理者中,持续注意力得到了一致的改善,表现为遗漏错误的一致线性下降(β =-0.01; P < 0.05)。在高水平的媒体多任务处理者中,持续注意力最初下降(β =-0.01; P = 0.05),随后上升(β = 0.16; P < 0.001)。与被动观看条件相比,完成Go/No-go任务也在统计学上显著降低了俄罗斯方块游戏时的分心程度并提高了性能,但仅限于那些通常媒体多任务处理率较低的人(所有Ps ≤ 0.05)。有一个非统计学显着的趋势,完成急性媒体多任务增加随后的分心和性能,而玩俄罗斯方块之间的高媒体多任务。在这个青少年样本中,练习持续的注意力任务可以减少分心,提高那些通常媒体多任务处理水平较低的青少年的任务表现。
To assess distracted attention and performance on a computer task following completion of a sustained attention and acute media multitasking task among adolescents with varying self-reported usual media multitasking. Ninety-six 13- to 17-year-olds played the video game Tetris following completion of a Go/No-go paradigm to measure sustained attention in the presence of distractors, an acute media multitasking, or a passive viewing condition. Adolescents completed the conditions on separate visits in randomized order. Sustained attention was measured within the Go/No-go task by measuring errors of omission. Distracted attention while playing the Tetris task was measured by computing eye tracking measures of attention (first fixation duration, cumulative fixation duration) to irrelevant distractor images that bordered the Tetris game. Participants also self-reported their daily media multitasking. The Go/No-go task revealed important qualitative differences in sustained attention among low and high usual media multitaskers. There was a uniform improvement in sustained attention among low usual media multitaskers, demonstrated by a consistent linear decrease in omission errors (β = −0.01; P < 0.05). Among high usual media multitaskers, there was initially a decrease in sustained attention (β = −0.01; P = 0.05) followed by an increase (β = 0.16; P < 0.001). Completing the Go/No-go task also statistically significantly reduced distractibility and increased performance while playing Tetris compared to the passive viewing condition, but only among those with low usual media multitasking (all Ps ≤ 0.05). There was a non-statistically significant trend that completing the acute media multitask increased subsequent distractibility and performance while playing Tetris among high media multitaskers. In this sample of adolescents, practicing a sustained attention task reduces distractibility and improves task performance among those who have low levels of usual media multitasking.
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