Computer Games: A Double-Edged Sword?

Computer Games: A Double-Edged Sword?
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DOI:
10.1089/cpb.2007.0145
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发表时间:
2008-09
期刊:
Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society
影响因子:
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通讯作者:
De-Lin Sun;Ning Ma;Min Bao;Xang-Chuan Chen;Daren Zhang
De-Lin Sun;Ning Ma;Min Bao;Xang-Chuan Chen;Daren Zhang
中科院分区:
其他
文献类型:
--
作者:
De-Lin Sun;Ning Ma;Min Bao;Xang-Chuan Chen;Daren Zhang

文献摘要

相似文献

过度玩电脑游戏(ECGP)已经成为一个严重的社会问题。然而,关于ECGP对玩家认知特征的负面影响的实验实验室研究数据有限。在本研究中,我们比较了三组参与者(当前ECGP参与者、之前ECGP参与者和对照组参与者)在多目标跟踪(MOT)任务上的表现。先前的ECGP参与者表现明显优于对照组参与者,这表明电脑游戏对视觉空间能力有促进作用。此外,目前的ECGP参与者的表现明显比以前的ECGP参与者差。这一更重要的发现表明,ECGP可能与认知缺陷有关。讨论了本研究的意义。
Excessive computer game playing (ECGP) has already become a serious social problem. However, limited data from experimental lab studies are available about the negative consequences of ECGP on players' cognitive characteristics. In the present study, we compared three groups of participants (current ECGP participants, previous ECGP participants, and control participants) on a Multiple Object Tracking (MOT) task. The previous ECGP participants performed significantly better than the control participants, which suggested a facilitation effect of computer games on visuospatial abilities. Moreover, the current ECGP participants performed significantly worse than the previous ECGP participants. This more important finding indicates that ECGP may be related to cognitive deficits. Implications of this study are discussed.