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1.
Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.  相似文献   

2.
An extraordinary physiological capacity combined with remarkable motor control, perception, and cognitive functioning is crucial for high performance in sports. Tests that assess the physical abilities are already well established. Moreover, a growing area of research evolved in the recent past that is particularly concerned with the basic cognitive functions by means of neurocognitive tests in experts and elite athletes. The aim of this meta‐analysis (k = 19) is to quantify differences among experts and nonexperts as well as elite athletes and non‐elite athletes. In addition, it aims to assemble and compare previous research and analyze possible differences in cognitive functions depending on age, skill level, and used cognitive tasks. Overall, the mean effect size was small to medium (r = 0.22), indicating superior cognitive functions in experts and elite athletes. The factor of skill definition significantly differentiates the cognition–expertise relationship. In contrast, differences in age groups and cognitive areas appeared but were not significant. Future research should prefer the elite rather than the expert definition and distinguish between high‐performance and amateur athletes. Furthermore, the findings suggest that it can be beneficial for coaches and sport clubs to integrate cognitive tests as an additional tool for scouting and for optimizing the athletic development of their players.  相似文献   

3.
The relation between cooperative, competitive, and individualistic attitudes and psychological adjustment and health was examined in dedicated athletes. The respondents were 57 collegiate and semiprofessional ice hockey players who were trying out for the 1980 Olympic ice hockey team. The results indicated that the more cooperatively oriented the athletes, the greater their psychological adjustment and health; competitiveness was unrelated to indexes of psychological adjustment and health; and positive attitudes toward individualistic participation in athletics was correlated with psychological pathology and maladjustment.  相似文献   

4.
The objective of this pilot study was to investigate the effects on cognitive performance of progressively adding tasks specific to ice hockey (skating, stick handling, and obstacle avoidance) during a visual interference task (Stroop Color Word Test-interference condition). In addition, the effects on locomotor performance of progressively adding tasks of stickhandling, visual interference, and obstacle avoidance related to maximal skating speed and minimal obstacle clearance were investigated in eight male athletes ages 10 to 12 years. Results revealed decreased performance on both cognitive and physical measures with increased task complexity, suggesting that adding complexity to an environment influences hockey skill performance.  相似文献   

5.
Behavior analysis procedures have been used to improve sports performance and enhance player safety across a wide variety of sports. The current study evaluated the effects of behavioral skills training on three common field hockey shots, a slap shot, drive, and sweep for young field hockey players. The procedures were evaluated in a multiple baseline across behaviors for three players. Results showed increases in each type of shot once intervention was implemented.  相似文献   

6.
Previous research has reported lower cognitive test scores on baseline testing in athletes reporting multiple previous concussions or a history of learning disability (LD). Age also has an important influence on cognitive performance. While these factors have been considered individually in previous studies, the present study is the first to explore the interaction of age, self-reported LD, and history of concussion on baseline Immediate Post-Concussion Assessment and Cognitive Testing (ImPACT®) in a nationwide study of adolescent athletes. ImPACT® was administered to 1823 Finnish male ice hockey players (aged 12–21 years old) prior to the 2015–2016 or 2016–2017 playing seasons. Linear regressions and simple slopes analyses were used for clarifying the impact of LD and previous concussion history on maturational trajectories. In comparison to typically developing athletes, athletes with LD had lower neurocognitive scores in all composites and differing maturational trajectory in verbal memory and visual motor speed. The number of previous concussions did not impair neurocognitive performance at baseline assessment. Application of standard age-based norms to adolescent athletes with a history of LD has the potential to negatively skew clinical decision-making. Separate reference values for LD athletes are warranted due to their unique developmental cognitive trajectories. The reference values for the Finnish participants in this study are presented.  相似文献   

7.
Informed by athletes’ psychological needs, the current qualitative study developed, implemented, and evaluated a 15-month mental skills training (MST) program for elite youth athletes. The MST was divided into 3 phases that included a 9-month preintervention, a 2-month intervention, and a 4-month evaluation phase. The intervention consisted of 3 interactive workshops that were delivered to 11 competitive British youth tennis players (8–15?years of age) and their coach (age 34). The intervention was informed by data that were collected throughout a 9-month preintervention phase including longitudinal observations, field notes, and semistructured interviews. The intervention was evaluated over 4 months through observations, field notes, athlete-workshop data, and a semistructured interview with the coach. Results reinforced the value of the longitudinal preintervention phase by highlighting that the establishment of rapport between the researcher and athletes enhanced the meaningfulness and content of the MST program. In addition, an increase in athletes’ use and regulation of psychological skills and characteristics (PSCs) was identified as a result of athletes’ improved understanding of psychological skills (i.e., self-talk, imagery, performance routines) and characteristics (i.e., focus, emotional control, PSCs). Finally, the MST program fostered a shared subject-specific language between athletes and their coach, enhancing the openness and frequency with which PSCs were talked about. Practical guidelines for future sport psychology interventions with youth athletes and their coaches are provided.

Lay Summary: A 15-month mental skills training program was conducted with youth tennis players to enhance their ability to regulate their focus and emotional control. Practical guidelines for future interventions with youth athletes and their coaches are provided.  相似文献   

8.
IntroductionAn important requirement for soccer players is the accurate and rapid processing of dynamic and complex visual scenes. Therefore, in high-level youth soccer the players’ perceptual-cognitive skills are highly relevant from a scientific and practical point of view. The aim of the present study was to investigate differences in perceptual-cognitive performance between youth soccer players of different age groups and soccer performance levels in a dynamic 360°-environment.MethodsIn a sample of 292 elite and sub-elite youth soccer players from the age groups U12–U23, perceptual-cognitive skills were assessed using a 360°-multiple object tracking task. An 8 × 2 (age group x performance level) analysis of variance (ANOVA) was conducted to examine the effects of age group and soccer performance level on performance in the task.ResultsThe analyses revealed a significant main effect of age group. Post hoc analyses showed that youth players belonging to the older age groups (U16, U17, U19, and U23) performed significantly better in the 360°-multiple object tracking task than players of the youngest age group (U12). Yet no significant age-related differences could be found from age group U16 on. Furthermore, there was a significant effect of soccer performance level on the 360°-multiple object tracking performance in favor of the elite players. Significant differences between elite and sub-elite players within the same age group were only present in the highest age groups U19 and U23.ConclusionsThe results suggest that in a dynamic 360°-environment highly talented youth soccer players show better perceptual-cognitive performance with increasing age. Furthermore, elite youth players exhibit distinctive perceptual-cognitive abilities particularly at the highest age groups. These findings provide interesting implications for science and practice regarding the perceptual-cognitive skills of talented soccer players and their role in talent development.  相似文献   

9.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   

10.
BackgroundThe literature has shown the positive effect of virtual reality (VR) in percepto-cognitive skills. However, the literature lacks findings about at what extent VR would be better than video.PurposeThis study aimed to analyze the chronic effect of VR and video-stimulation screen training on passing decision-making, visual search behavior, and inhibitory control performance in young soccer athletes.MethodA total of 26 young soccer players underwent an 8-week training protocol after being randomly assigned to the VR (n = 13) or video-screen (VID, n = 13) group. Passing decision-making, visual search behavior, and inhibitory control performance were measured before and after both interventions.ResultsA group x time interaction was found for decision-making performance (p < 0.01) and visual search behavior (p < 0.01). Both groups improved both decision-making performance (p < 0.01) and visual search behavior (p < 0.01); however, greater improvements were verified in VR (p < 0.01). Both VR and VID improved inhibitory control (p < 0.01), but no group interaction effect was observed (p > 0.05).ConclusionOur results suggest that VR leads to greater improvements in decision-making and visual search behavior in young soccer athletes than VID.  相似文献   

11.
We investigated whether a shared mental model is present in elite ice hockey and handball teams. In total, 231 male players participated in the study. Shared mental models were found to exist. Relationships between shared mental models and coaching efforts to develop a general training shared mental model and an opponent-specific model were explored. The relationship between role clarity and shared mental model, general training shared mental model, and opponent-specific model was positive. The shared mental model is a useful construct for analyzing elite team practice and coaching behavior. Coaches and sport psychologists should be aware that establishing a shared mental model in elite teams is essential in facilitating performance.  相似文献   

12.
Abstract

The purpose of this study was to examine the effectiveness of two mental skills on the performance of ice hockey goaltenders during league games. The mental skills utilized were relaxation, in the form of centering, and self-talk. The participants were five male junior A hockey goaltenders. A single-subject multiple baseline across individuals design was employed to evaluate the use of the mental skills. The results demonstrated that the mental skills training was effective in producing improvements in the save percentage of the goaltenders. The social validation results indicated that the participants enjoyed using the mental skills and were satisfied with the results obtained. Furthermore, the coaches were very satisfied with the results and felt that the mental skills training was an important ingredient for improving performance, in particular performance consistency.  相似文献   

13.
Green CS  Bavelier D 《Cognition》2006,101(1):217-245
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.  相似文献   

14.
Athletes show superior abilities not only in executing complex actions, but also in anticipating others' moves. Here, we explored how visual and motor experiences contribute to forge elite action prediction abilities in volleyball players. Both adult athletes and supporters were more accurate than novices in predicting the fate of volleyball floating services by viewing the initial ball trajectory, while only athletes could base their predictions on body kinematics. Importantly, adolescents assigned to physical practice training improved their ability to predict the fate of the actions by reading body kinematics, while those assigned to the observational practice training improved only in understanding the ball trajectory. The results suggest that physical and observational practice might provide complementary and mutually reinforcing contributions to the superior perceptual abilities of elite athletes. Moreover, direct motor experience is required to establish novel perceptuo-motor representations that are used to predict others' actions ahead of realization.  相似文献   

15.
Qualitative research on the relationship between masculinity and hockey violence has suggested that players endorsing traditional masculine behavior were more likely to engage in violence than players who held weaker masculine beliefs. Data were collected from white, middle class players on five Toronto hockey teams representing two different age groups (14.3 and 17.7 years respectively) and skill levels (Bantam and Junior A). Moderate support was found for the predicted relationship between higher masculinity and increased violence, particularly at the preprofessional Junior A level. Subscales of the Brannon Masculinity Scale, applied to a sport situation, were seen to be a valid measure of gender typing. Increased levels of violence (especially fist fights), more than playing or skating skills were seen to lead to greater perception of competence by both teammates and coaches.  相似文献   

16.
To further our understanding of the role of the motor system in comprehending action-related sentences, we compared action experts (athletes) to visual experts (fans) and novices when responding with an action-specific effector (either hand or foot). These conditions allowed inferences about the degree and specificity of embodiment in language comprehension. Ice hockey players, fans and novices made speeded judgments regarding the congruence between an auditorily presented sentence and a subsequently presented picture. Picture stimuli consisted of either hockey or everyday items. Half of these pictures ‘matched’ the action implied in the preceding sentence. Further, the action in these images involved either primarily the hand or the foot. For everyday items, action-matched items were responded to faster than action-mismatched items. However, only the players and fans showed the action-match effect for hockey items. There were no consistent effector-stimuli compatibility effects, nor skill-based interactions with compatibility, suggesting that the action-match effect was not based on motor ability per se, but rather a construction of the action based on knowledge or visual experience with the hockey related sentences.  相似文献   

17.
A simple method was designed to evaluate visual abilities such as disance visual acuity, binocular horizontal visual field, simple and choice visual reaction times, and stereoscopic vision in skilled 11- to 13-yr.-old basketball players participating in a 15-day summer training camp. On a test battery, visual abilities were monitored in 473 players of the Spanish Basketball Federation over a 5-yr. period. The players showed outstanding scores on distance visual acuity and stereoscopic vision, and good visual reaction times and horizontal visual fields. When scores were compared by sex and age, significant differences on certain visual measures were observed. Many layers showed crossed eye-hand dominance. Visual screening programs may help promote visual health among junior basketball players and could be used for performance training.  相似文献   

18.
Passion represents a strong inclination toward an activity that is important, liked, and in which significant time is invested. Although a harmonious passion is well integrated in one's identity and is emitted willingly, obsessive passion is not well integrated and is emitted out of internal pressure. This study tested for the presence of a Passion x Environment fit interaction with respect to psychological adjustment. Elite hockey players (N = 233) who tried out for a team in a highly competitive league participated in this short-term longitudinal study. As hypothesized, being selected by the highly competitive leagues led to higher psychological adjustment than not being selected by such leagues. Two months later, an interaction revealed that among athletes who were playing in highly competitive leagues, obsessively passionate athletes reported higher psychological adjustment than did harmonious athletes. Conversely, among athletes playing in less competitive leagues, harmonious athletes reported higher psychological adjustment than did obsessive athletes.  相似文献   

19.
中国优秀运动员6项心理技能研究   总被引:5,自引:0,他引:5  
本研究采用标准化《运动心理技能问卷》并结合其它测试数据,对151名中国优秀运动员作了研究,结果表明:1.中国优秀运动员已初步掌握了焦虑控制(AX)、集中注意力(CC)、提高自信心(CF)、提高动机水平(MV)和加强集体意识(TM)的心理技能,他们在自信心和集体意识方面表现非常突出,而在心理准备(MP)方面则表现欠缺;2.除运动动机方面外,中国优秀运动页未表现出心理技能的差异性;3.运动等级(技术水平)不同,运动员的心理技能有差别;4.根据中国优秀运动员心理技能可以把他们分成4种类型,它们是心理技能发展水平较低的心理准备型和自信心型;心理技能发展水平较高的自信心——集体意识型和自信心——集中注意力型。  相似文献   

20.
The purpose of this study, in which 113 talented youth soccer players (M = 16.0 yr., SD = 1.5), selected by their age and level of performance participated, was to investigate interval endurance capacity needed to play at the highest level of competition in the age-category 12 through 18. Multivariate analyses of covariance with factors of level of performance and age category showed that players ages 16 through 18 years outscored the players ages 12 through 15 years on the interval endurance capacity (p < .05). In both age categories, elite players outscored less skilled players (p < .05). In the age category 12-15 years, the elite players participated more in soccer training than less skilled players (p < .05), whereas less skilled players participated more in additional training than the elite players (p < .05). No differences were found for total training (p > .05). In conclusion, development of the interval endurance capacity seems crucial for a talented youth soccer player to be successful.  相似文献   

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