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2.
动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象,横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关,工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外,专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策,游戏组块或游戏模式的认知研究。 相似文献
3.
The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object
familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and
a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects
as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas
females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results
question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent
video games was associated with higher visual memory recall. 相似文献
4.
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play,
and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show
that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being
pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the
sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience
in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict
enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations.
Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds. 相似文献
5.
Despite much research on video/computer game play, especially the relationship between such play and aggression, little attention has been directed at needs met through play. The aim of the present study was to extend Selnow’s (1984) needs’ scale, and to identify individual differences in needs among adolescents. Focus groups were conducted, followed by a content analysis, and items corresponding to emerging themes were added to reasons identified in previous research for use in a quantitative survey. Four factors emerged from a factor analysis of the results; ‘companionship’, ‘prefer to friends’, ‘fun challenge’, and ‘stress relief’, and these, with the exception of ‘companionship’, were found to be significant predictors of play. 相似文献
6.
The everyday life of students is characterized by hours of learning in order to pass exams. After learning they tend to opt for an occupation that provides them with a great deal of entertainment. It is obvious that it would be advantageous if the chosen activity had a positive impact on memory consolidation. Due to the circumstance that such activities can lead to stress and that memory is affected by stress we wanted to look at these coherences. We examined the effect of two different common leisure time activities on cortisol and memory to be able to formulate recommendations for society. For this purpose, a group was tested before and after playing a violent computer game while the second group was tested before and after running. In addition, a control group was set up. Salivary cortisol was measured at the beginning, during, and at the end of the experiment.Our data demonstrates that running increases cortisol levels and, performed immediately after a learning period, facilitates memorization of neutral information. In contrast, playing a violent computer game tends to impair memorization.The results of the present study have practical implications for the choice of recreational activities in the context of learning. 相似文献
7.
ObjectivesThe purpose of this study was to investigate the influence of sociocultural factors on Chinese Olympic sport psychology services.Design and methodsFifteen sport psychology consultants (SPCs), who served Chinese national teams for the 2008 Beijing Olympic Games, participated in this study after the Olympics. Semi-structured interviews were conducted within three months of the closing of the Olympics, followed by a hybrid approach to inductive and deductive thematic analyses.ResultsTwo general dimensions of sociocultural influence on Chinese Olympic sport psychology services were identified: (a) the Whole-Nation System and (b) Chinese cultural characteristics. They consisted of eight higher order themes, which comprised 26 lower order themes. This study revealed that Chinese sport psychology services were enhanced by recognizing the features of the Whole-Nation System (e.g., resource centralization and top-down management) and the successful blending of these features with Chinese cultural characteristics (e.g., holistic thinking style, keeping face and interpersonal order) into the psychological service.ConclusionsSociocultural factors had a marked influence on Chinese Olympic sport psychology services, which enabled Chinese SPCs to provide a culturally competent service (e.g., prioritizing collective interests, respecting the authority of administrative officials and coaches, and keeping face with others) for the Beijing Olympic Games. 相似文献
8.
In signaling games, a sender has private access to a state of affairs and uses a signal to inform a receiver about that state. If no common association of signals and states is initially available, sender and receiver must coordinate to develop one. How do players divide coordination labor? We show experimentally that, if players switch roles at each communication round, coordination labor is shared. However, in games with fixed roles, coordination labor is divided: Receivers adjust their mappings more frequently, whereas senders maintain the initial code, which is transmitted to receivers and becomes the common code. In a series of computer simulations, player and role asymmetry as observed experimentally were accounted for by a model in which the receiver in the first signaling round has a higher chance of adjusting its code than its partner. From this basic division of labor among players, certain properties of role asymmetry, in particular correlations with game complexity, are seen to follow. 相似文献
9.
《Sport, Ethics and Philosophy》2013,7(3):321-336
In a previous article (Kretchmar 2005), I identified problems in a certain species of games and traced these harms to something I called a ‘game flaw’. Unfortunately, ‘the beautiful game’ is a member of that species. I say it is unfortunate because Paul Davis (2006), when taking me to task for providing an argument that, in his terms, was ‘not especially compelling’, focused on the game of soccer (hereafter, football). The issue over which we contended is one of ‘time management’– that is, how game initiation, duration and closure are structured. I suggest that two basic methods for managing such requirements are available. Games take place during a stipulated amount of time or for a specified number of events. In my original article, I identified four fundamental problems that may accompany time-regulated games. In this essay, I attempt to fortify those claims against Davis's criticisms. 相似文献
10.
The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc. 相似文献
11.
古代奥运会的伦理精神包括效忠国家、身心和谐、公平竞争、追求和平等,同时有其时代和阶级的局限性,在伦理方面主要表现为阶级歧视、性别歧视、极其残酷、走入职业化等。古代奥运会的伦理精神对现代奥林匹克运动产生深远的影响,现代奥运的起源与发展是对古代奥运会伦理精神的继承与超越,古代奥运会伦理精神对北京奥运会的筹办也具有启示性的意义。 相似文献
12.
Ziqiang Xin Youhui Liu Zhixu Yang Hongchuan Zhang 《Asian Journal of Social Psychology》2016,19(3):235-243
In anonymous game tasks, individuals’ prosocial behaviour was shown to increase when those individuals were provided with social cues from a third party or bystander. It has been suggested that those social cues can be presented using a configuration suggestive of a face with ‘watching eyes’. This led us to question whether it was possible to provide the watching‐eyes configuration with even weaker facial information, such as a simple dot pattern. By using a minimal social cue paradigm, such as the one described above, the present research found that individuals’ trust toward the trustee increased when they detected the watching‐eyes dot pattern as a source of social cues in two settings: a hypothetical investment game for both college students (Study 1) and customs officers (Study 2); and an actual investment game for college students (Study 3). 相似文献
13.
文章在扩展博弈上,给出了多值逻辑的语义赋值博弈的一般框架,避免了博弈者在多值逻辑的语义博弈中声明无穷对象的问题;然后通过Eloise赢的策略定义博弈的语义概念——赋值,证明了多值逻辑的博弈语义与Tarski语义是等价的;最后,根据语义赋值博弈框架对经典逻辑进行了博弈化。 相似文献
14.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic
logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’
CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light
on branching quantifiers and independence-friendly evaluation games for first-order logic. 相似文献
15.
人文,是一种以约束为前提的人类自由。人文精神是人类文明不断进步的精神动力源;诚信是组成人文精神的基本要素。人文奥运包括了对诚信道德的价值追求;奥林匹克运动需要诚信作为道德支撑;奥运中出现的多方面诚信缺失现象,是对奥运精神的背离。北京奥运将人文奥运作为核心理念,反映了人们对奥运向人文精神回归的渴望,也反映了北京奥运对以诚信为道德基础的人文奥运的强烈期待。 相似文献
16.
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。 相似文献
17.
Game‐like educational apps are intended to boost learner motivation leading to better learning outcomes. To test this idea about the value of gamification, college students (n = 64) learned Italian by playing the online language learning game, Duolingo at home for seven sessions, or learned the same material through watching an online slideshow for seven sessions. Although the groups did not differ significantly on achievement posttests, the Duolingo group rated their learning experience as significantly more enjoyable (d = 0.77), more appealing (d = 1.17), and less difficult (d = 0.51), and was significantly more willing to continue with similar learning experiences (d = 1.39). Overall, these results point to the motivational and affective benefits of Duolingo as a promising alternative to more traditional methods for students who may require additional motivation not to disengage from the material. 相似文献
18.
The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues. 相似文献
19.
为探讨奥运会期间就诊于定点医院奥运志愿者所患疾病的临床特征,回顾性分析海淀医院奥运绿色通道在北京奥运会期间接诊志愿者资料。结果显示,北京奥运会期间(7月20日~9月20日),海淀医院共接诊注册志愿者636例,按照发病百分比以呼吸系统疾病为首位(173/636, 27.2%),以下依次为消化系统(103/636, 16.2%)、损伤类(95/636, 14.9%)、耳鼻喉(79/636, 12.4%)等,提示志愿者在奥运会期间所患疾病种类与季节以及工作环境密切相关,定点医院应该根据就诊人群特点选择适当的医疗保障模式。 相似文献
20.
Jessica L. Irons Roger W. Remington John P. McLean 《Australian journal of psychology》2011,63(4):224-231
Considerable excitement has been generated by recent studies showing that video gaming alters fundamental aspects of attention. We tested the claim that people who frequently play action video games (video game players (VGPs)) have a greater capacity of attention than those who rarely play video games (non‐video game players (NVGPs)). We first attempted to replicate previous findings by comparing VGPs and NVGPs on a flanker compatibility task (Experiment 1). In contrast with previous studies, VGPs did not demonstrate greater intrusion from distractors, calling into question the reliability of previous findings. In Experiment 2, we manipulated the eccentricity of flankers in an Eriksen flanker task to examine the extent to which VGPs and NVGPs processed irrelevant peripheral stimuli. No attentional differences emerged in the conditions tested, with both groups displaying compatibility effects at all eccentricities. Together these results raise doubts that video game playing increases attentional capacity. 相似文献