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1.
Developmental changes in selective and integrative visual attention   总被引:1,自引:0,他引:1  
School-aged children and adults performed two speeded classification tasks designed to examine the relation between selective and integrative aspects of visual attention. Stimuli consisted of two parentheses (Experiment 1) or two arrows (Experiment 2) separated by 0.5 to 16 degrees visual angle. In a selective attention task, observers classified stimuli on the basis of one of the two elements. Younger children experienced more interference when the elements were closely spaced than older children and adults. In an integrative attention task, stimuli were classified on the basis of both of the elements. Here age differences were most pronounced when elements were separated by large visual angles. These findings suggest that the ability to contract and expand the size of the attentional "spotlight" improves with age in the school years.  相似文献   

2.
This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline.  相似文献   

3.
Attentional control theory (Eysenck et al., 2007) posits that taxing attentional resources impairs performance efficiency in anxious individuals. This theory, however, does not explicitly address if or how the relation between anxiety and attentional control depends upon the perceptual demands of the task at hand. Consequently, the present study examined the relation between trait anxiety and task performance using a perceptual load task (Maylor & Lavie, 1998). Sixty-eight male college students completed a visual search task that indexed processing of irrelevant distractors systematically across four levels of perceptual load. Results indicated that anxiety was related to difficulty suppressing the behavioural effects of irrelevant distractors (i.e., decreased reaction time efficiency) under high, but not low, perceptual loads. In contrast, anxiety was not associated with error rates on the task. These findings are consistent with the prediction that anxiety is associated with impairments in performance efficiency under conditions that tax attentional resources.  相似文献   

4.
Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities. In our research, we explored the idea that the appeal of games is due in part to their ability to provide players with novel experiences that let them "try on" ideal aspects of their selves that might not find expression in everyday life. We found that video games were most intrinsically motivating and had the greatest influence on emotions when players' experiences of themselves during play were congruent with players' conceptions of their ideal selves. Additionally, we found that high levels of immersion in gaming environments, as well as large discrepancies between players' actual-self and ideal-self characteristics, magnified the link between intrinsic motivation and the experience of ideal-self characteristics during play.  相似文献   

5.
The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.  相似文献   

6.
Whereas it has long been assumed that competition plays a role in lexical selection in word production (e.g., Levelt, Roelofs, & Meyer, 1999), recently Finkbeiner and Caramazza (2006) argued against the competition assumption on the basis of their observation that visible distractors yield semantic interference in picture naming, whereas masked distractors yield semantic facilitation. We examined an alternative account of these findings that preserves the competition assumption. According to this account, the interference and facilitation effects of distractor words reflect whether or not distractors are strong enough to exceed a threshold for entering the competition process. We report two experiments in which distractor strength was manipulated by means of coactivation and visibility. Naming performance was assessed in terms of mean response time (RT) and RT distributions. In Experiment 1, with low coactivation, semantic facilitation was obtained from clearly visible distractors, whereas poorly visible distractors yielded no semantic effect. In Experiment 2, with high coactivation, semantic interference was obtained from both clearly and poorly visible distractors. These findings support the competition threshold account of the polarity of semantic effects in naming.  相似文献   

7.
The study is designed to test the hypothesis that an inability to separate incoming information into discrete messages is a source of young children's relatively poor performance in selective attention tasks. Accordingly, the experiment arranges three conditions of varying distinctness between central and distractor information. The central task consists of a continuous matching task in which the subject is required to track the position of a stick figure. Rate of presentation is manipulable. The effects of the three different distractor types are assessed on individually determined and matched baselines of performance on the central task in the absence of distraction. Kindergarteners, second graders, and fifth graders serve as subjects. Whereas second-grade and fifth-grade children are most accurate when the distinctness of the messages is high, the opposite pattern occurs in kindergarteners. This interaction implicates strategy differences that are age-related. Kindergarteners perform as if the task requires divided attention. Second graders and older children use the more appropriate focusing strategy, but the former have particular difficulty when the messages are not distinct. Equally notable is the second graders' success in focusing when the source discreteness is arranged. The relation between this result and previous reports is also discussed.  相似文献   

8.
The purpose of this experiment was to determine whether age differences noted when two tasks are performed concurrently can be accounted for in terms of age differences in single task baseline performance. Two groups of 12 8-year-olds and one group of 12 13-year-olds performed a compensatory tracking task and an auditory matching task, first alone and then time shared. The 8- and 13-year-old baseline groups performed baseline trials on each task prior to time-sharing trials. Each training group 8-year-old was randomly paired with a 13-year-old and given sufficient single task practice before time sharing to equate the 8- and 13-year-old pair members' baselines on both tasks. Results showed trained 8-year-olds to be indistinguishable from 13-year-olds in time sharing, whereas the 8-year-old baseline group showed significantly greater decrements in time-sharing and higher baseline scores on both tasks. These data provide support for the hypothesis that time-shared performance is directly related to level of baseline performance.  相似文献   

9.
Gender differences characterize children's commitment to playing electronic games. These gender differences are consistent with common stereotypes that may be triggered by the context and content of electronic games. If conforming to gender stereotypes in electronic game playing maintains social approval, then those children who choose alternate playing patterns risk social sanction. The present study was designed to characterize children's views of gender differences in social approval for electronic game playing. A questionnaire was administered to 364 fourth- and fifth-grade students (203 females) in a midwestern suburban school district. Approximately 12% of the students represented minorities, and the majority were African-American. Children responded to fourteen statements describing the social acceptability by gender of certain playing habits. Chi-square analyses identified important gender and grade differences. Many children endorsed statements indicating that social approval for game playing is consistent with common gender stereotypes. The most striking gender differences in perceived social approval were found in statements referencing fighting games. Children whose game playing deviates from approved patterns may represent a group of high-risk electronic game players.  相似文献   

10.
The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but also in central vision. The authors then used a target localization task to unambiguously establish that gaming enhances the spatial distribution of visual attention over a wide field of view. Gamers were more accurate than nongamers at all eccentricities tested, and the advantage held even when a concurrent center task was added, ruling out a trade-off between central and peripheral attention. By establishing the causal role of gaming through training studies, the authors demonstrate that action gaming enhances visuospatial attention throughout the visual field.  相似文献   

11.
Recent research has amply documented that even preschoolers learn selectively from others, preferring, for example, reliable over unreliable and competent over incompetent models. It remains unclear, however, what the cognitive foundations of such selective learning are, in particular, whether it builds on rational inferences or on less sophisticated processes. The current study, therefore, was designed to test directly the possibility that children are in principle capable of selective learning based on rational inference, yet revert to simpler strategies such as global impression formation under certain circumstances. Preschoolers (= 75) were shown pairs of models that either differed in their degree of competence within one domain (strong vs. weak or knowledgeable vs. ignorant) or were both highly competent, but in different domains (e.g., strong vs. knowledgeable model). In the test trials, children chose between the models for strength‐ or knowledge‐related tasks. The results suggest that, in fact, children are capable of rational inference‐based selective trust: when both models were highly competent, children preferred the model with the competence most predictive and relevant for a given task. However, when choosing between two models that differed in competence on one dimension, children reverted to halo‐style wide generalizations and preferred the competent models for both relevant and irrelevant tasks. These findings suggest that the rational strategies for selective learning, that children master in principle, can get masked by various performance factors.  相似文献   

12.
College students selected for high or low aptitude performed an auditory backward recognition masking task in which tones differed in pitch (770 or 870 Hz) and duration (10, 13 or 20 msec). Ss were required to attend selectively to the pitch but not to the duration of the targets. As predicted, higher aptitude was associated with lower recognition thresholds at all tone durations. Although increased attentional demands impaired recognition thresholds, this had no apparent differential effect on aptitude-related differences in auditory information processing.  相似文献   

13.
Cautiousness has been implicated in the literature as a possible factor responsible for observed performance decrements among older adults in a number of research paradigms. This study sought to assess whether the speed and accuracy of performance on a perceptual-cognitive task (the Stroop Color-Word Interference Test) differed significantly for more and less cautious older adults. The participants (N = 41), ranging from 55 to 81 years of age, were classified as either more cautious (n = 20) or less cautious (n = 21) on the basis of their responses on a personality test. Results indicated that cautiousness among older adults was manifested more in terms of the accuracy of response (fewer errors of commission) than in terms of the speed of response, and that level of cautiousness increased with increasing age.  相似文献   

14.
This study was conducted in order to examine the role of individual differences in working memory and lexical access in accounting for age and reading skill related differences in performance on phonological synthesis tasks. The performance of 28 kindergarten, first-, and second-grade children with normal reading skills, as well as that of 28 reading-disabled second graders, was compared under four testing conditions. The testing conditions were formed by completely crossing rate of presentation of phoneme strings with type of stimulus to be blended (real or nonword). Both independent variables affected performance on the blending tasks, with better performance obtained at faster presentation rates and with real words. There was a developmental discontinuity in overall performance, with the kindergarten children obtaining substantially lower scores than the first or second graders. In the comparison of second-grade good and poor readers, there was a significant interaction between groups, presentation rates, and type of stimulus. The findings are discussed in terms of their implications for a general model of performance on the sound blending task, as well as their value for interpreting individual differences on the task.  相似文献   

15.
Video clips of different speeds were used in a simulation of decision-making in Australian football to test the effects on decision accuracy and decision time. Elite and sub-elite and novice Australian footballers watched videos in six speeds (0.75, 1.0, 1.25, 1.5, 1.75 and 2.0 times normal speed). Participants responded by using a mouse-click to indicate where they would pass the ball for that particular video clip. The elite and sub-elite groups also rated each clip for how ‘game-like’ the decision-making felt. The elite group was significantly more accurate than the sub-elite and novice groups, and the sub-elite group was more accurate than the novice group. Within-speed analysis showed the elite group excelled at the faster video speeds. The use of speeded video delineated clear expertise differences between the groups at the 1.5 speed. Elite and sub-elite players identified the 1.25 and 1.5 speeds as most ‘game-like’ for decision-making. These results show that athletes perceive moderately speeded video as more game-like. Speeded video is further speculated to have allowed elite athletes to perform more automatically, with a faster processing efficacy, a key characteristic of elite performance. This study suggests the use of speeded video as a potential new research paradigm to explore expertise and a viable method for future training interventions for decision-making.  相似文献   

16.
Fifth graders (age: 10 years) and college undergraduates performed one of four different semantic orienting activities on a series of agent-action-object sentences. Afterwards all subjects received a memory test combining recognition for whole sentences with cued recall for component agents, actions, and objects. Overall levels of both recall and recognition varied with the orienting activities. Relative recallability of agents, actions, and objects varied with orienting activity as well. Recognition performance improved with grade level but recall did not. The interaction between type of memory test and grade level was taken to indicate that organization of material in memory increases during adolescence even when the total amount of material stored does not.  相似文献   

17.
Fifth-, seventh-, and ninth-grade (11-, 13-, and 15-year-old) subjects were presented with a list of paired associates to learn and were interviewed about the strategies used to learn them. Although a majority of fifth graders reported simply rehearsing the pairs in order to remember them, very few ninth graders relied exclusively on rehearsal. Consistent with a hypothesis advanced by Rohwer (1973), the number of subjects who elaborated some or all of the pairs increased with age. Paired-associate performance increased with age, but the level of paired-associate learning was much more related to the type of strategy reported by the subject than to the age of the subject per se.  相似文献   

18.
Motivations for play in online games.   总被引:1,自引:0,他引:1  
An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.  相似文献   

19.
化身认同是个体在使用和体验游戏化身的过程中,自我知觉发生暂时性改变,并与化身在情绪和认知上的联系暂时加强的心理现象,它为理解化身效应提供了新视角。目前,化身认同的测量模型主要有三维和四维结构模型,其神经机制也得到初步揭示。影响化身认同的因素主要包括游戏自身特点和个体因素。影响效果方面,化身认同与游戏体验、游戏成瘾、攻击行为和自我同一性的关系是目前关注的焦点。未来的研究,仍需深入探讨化身认同的概念与结构,研发更加有效的测量工具,拓展研究方法,丰富研究变量,并加强应用研究。  相似文献   

20.
Research into the perceptual and cognitive effects of playing video games is an area of increasing interest for many investigators. Over the past decade, expert video game players (VGPs) have been shown to display superior performance compared to non-video game players (nVGPs) on a range of visuospatial and attentional tasks. A benefit of video game expertise has recently been shown for task switching, suggesting that VGPs also have superior cognitive control abilities compared to nVGPs. In two experiments, we examined which aspects of task switching performance this VGP benefit may be localized to. With minimal trial-to-trial interference from minimally overlapping task set rules, VGPs demonstrated a task switching benefit compared to nVGPs. However, this benefit disappeared when proactive interference between tasks was increased, with substantial stimulus and response overlap in task set rules. We suggest that VGPs have no generalized benefit in task switching-related cognitive control processes compared to nVGPs, with switch cost reductions due instead to a specific benefit in controlling selective attention.  相似文献   

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