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网络游戏中化身参照的加工优势:来自行为与ERPs的证据
引用本文:曹敏,谢和平,孙丽君,张冬静,孔繁昌,周宗奎.网络游戏中化身参照的加工优势:来自行为与ERPs的证据[J].心理学报,2021,53(6):639-650.
作者姓名:曹敏  谢和平  孙丽君  张冬静  孔繁昌  周宗奎
作者单位:1.青少年网络心理与行为教育部重点实验室暨华中师范大学心理学院, 武汉 430079;2.南京师范大学心理学院, 南京 210097;3.新乡医学院心理学院, 河南 新乡 453003;4.华中科技大学马克思主义学院, 武汉 430074
基金项目:青少年的网络社会交往和中国基础教育质量监测协同创新中心重大成果培育项目(2019-04-003-BZPK01)
摘    要:采用R/K范式和事件相关电位技术(ERPs)分别从加工结果和加工过程考察网络游戏中化身参照的加工优势。实验1采用R/K范式比较40名玩家在不同参照条件下的记忆成绩。结果发现:化身参照的总再认正确率、R反应再认正确率和辨别力d'都显著优于他人参照, 初步证实化身参照的记忆加工优势。实验2借助ERPs内隐地考察网络游戏中20名玩家的化身参照在加工时间进程上的神经机制。结果发现:加工化身名字比熟悉他人名字诱发更大的P2 (160~260 ms)和P3 (370~600 ms)波幅, 比外国熟悉他人名字的P3潜伏期更短。结果表明, 相比较其他信息, 玩家不仅能够迅速注意到化身相关信息, 还对化身相关信息进行了更加精细和深入地加工。综上所述, 无论是记忆结果还是加工时间进程, 都存在网络游戏中的化身参照加工优势。

关 键 词:网络游戏  化身参照  加工优势  ERPs  
收稿时间:2020-05-21

Processing priority for avatar reference in online games: Evidence from behavioral and ERPs studies
CAO Min,XIE Heping,SUN Lijun,ZHANG Dongjing,KONG Fanchang,ZHOU Zongkui.Processing priority for avatar reference in online games: Evidence from behavioral and ERPs studies[J].Acta Psychologica Sinica,2021,53(6):639-650.
Authors:CAO Min  XIE Heping  SUN Lijun  ZHANG Dongjing  KONG Fanchang  ZHOU Zongkui
Institution:1.Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education; School of Psychology, Central China Normal University, Wuhan 430079, China;2.School of Psychology, Nanjing Normal University, Nanjing 210097, China;3.School of Psychology, Xinxiang Medical University, Xinxiang 453003, China;4.School of Marxism, HuaZhong University of Science and Technology, Wuhan 430079, China
Abstract:As one of the ways to present oneself in virtual environments, avatars in online games exert an important influence on players' cognition and behavior in both virtual and real life. The self-reference effect suggests that materials related to oneself are easier to remember than materials related to others. Due to the manipulability and high emotional involvement of avatars, players may feel close to their avatars and can sometimes even be integrated with them. Therefore, for game players, avatar-related information may have the same processing priority as self-related information. In the current study, we designed two experiments to investigate the processing priority of avatars in online games.
Keywords:online games  avatar reference  processing priority  ERPs  
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