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1.
Everyday experience suggests that drivers are less susceptible to motion sickness than passengers. In the context of inertial motion (i.e., physical displacement), this effect has been confirmed in laboratory research using whole body motion devices. We asked whether a similar effect would occur in the context of simulated vehicles in a visual virtual environment. We used a yoked control design in which one member of each pair of participants played a driving video game (i.e., drove a virtual automobile). A recording of that performance was viewed (in a separate session) by the other member of the pair. Thus, the two members of each pair were exposed to identical visual motion stimuli, but the risk of behavioral contagion was minimized. Participants who drove the virtual vehicle (drivers) were less likely to report motion sickness than participants who viewed game recordings (passengers). Data on head and torso movement revealed that drivers tended to move more than passengers, and that the movements of drivers were more predictable than the movements of passengers. Before the onset of subjective symptoms of motion sickness movement differed between participants who (later) reported motion sickness and those who did not, consistent with a prediction of the postural instability theory of motion sickness. The results confirm that control is an important factor in the etiology of motion sickness and extend this finding to the control of noninertial virtual vehicles.  相似文献   

2.
Among adults, persons in control of a vehicle (i.e., drivers) are less likely to experience motion sickness compared to persons in the same vehicle who do not control it (i.e., passengers). This “driver-passenger effect” is well-known in adults, but has not been evaluated in children. Using a yoked-control design with seated pre-adolescent children, we exposed dyads to a driving video game. In each dyad, one child (the driver) drove the virtual vehicle. Their performance was recorded, and later shown to the other child (the passenger). Thus, visual motion stimuli were identical for the members of each dyad. During exposure to the video game, we monitored the quantitative kinematics of head and torso movements. Participants were instructed to discontinue participation immediately if they experienced any symptoms of motion sickness, however mild. Accordingly, the movements that we recorded preceded the onset of motion sickness. Results revealed that Passengers (73.08%) were more likely than Drivers (42.31%) to state that they were motion sick. Drivers tended to move more than passengers, and with a greater degree of multifractality. The magnitude of movement was greater among participants who later reported motion sickness than among those who did not. In addition, for the multifractality of movement a statistically significant interaction revealed that postural precursors of motion sickness differed qualitatively between Drivers and Passengers. Overall, the results reveal that control of a virtual vehicle reduces the risk of motion sickness among pre-adolescent children.  相似文献   

3.
Previous research has clearly demonstrated action video game improvements in visual and spatial attention. The present study investigated action video game related changes in the resolution of representations for both dynamic and stationary objects by comparing video game players (VGP) and non-video game players (NVGP). In a color wheel task (adapted from Zhang & Luck, 2008) where viewers were asked to freely recall the color of briefly presented objects, we found that VGPs were more accurate than NVGPs. Furthermore, in the Multiple Identity Tracking task (Horowitz et al., 2007), we found that VGPs were able to track not only more objects but also maintain identity of tracked objects better than NVGPs. Finally, we demonstrated that VGPs had greater attentional breadth and higher spatial representation resolution.  相似文献   

4.
This study examined the effect of playing an aggressive or nonaggressive video game on fifth-graders' free play. Twenty-two pairs of boys and 20 pairs of girls were randomly assigned to one of three conditions. One of the children in each pair played a video game rated by peers as aggressive, a video game with little aggression, or a non-video maze-solving game for 8 minutes. The other child watched. Each child was then left individually to engage in free play in a separate room for 8 minutes, and also given the opportunity to deliver rewards and punishments to another child. The results were similar for both players and observers. Girls evidenced significantly more general activity and aggressive free play after playing the aggressive video game. Girls' activity decreased and their quiet play slightly increased after playing the low aggressive game compared to the control group. Neither video game had any significant effect on boys' free play. Neither girls nor boys gave significantly more punishments or rewards after playing any of the games.  相似文献   

5.
Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that action video game players responded quicker than non-action video game players, both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than did non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control, which, in turn, can modulate the negative effects of bottom-up attentional capture.  相似文献   

6.
Although numerous benefits have been uncovered related to moderate video game play, research suggests that problematic video game playing behaviors can cause problems in the lives of some video game players. To further our understanding of this phenomenon, we investigated how problematic video game playing symptoms are related to an assortment of variables, including time management skills and attention-deficit/hyperactivity disorder (ADHD) symptoms. Additionally, we tested several simple mediation/moderation models to better explain previous theories that posit simple correlations between these variables. As expected, the results from the present study indicated that time management skills appeared to mediate the relationship between ADHD symptoms and problematic play endorsement (though only for men). Unexpectedly, we found that ADHD symptoms appeared to mediate the relation between time management skills and problematic play behaviors; however, this was only found for women in our sample. Finally, future implications are discussed.  相似文献   

7.
The aim of this study was to analyse and compare movement pattems and direction of locomotion in professional men's beach volleyball. A quantitative analysis of beach volleyball play was carried out for 10 players in the European Beach Volleyball Championship 2005. Video recordings were made of the 1,997 movements in 4 matches. Analysis showed that male players used more offensive than defensive movement patterns. Defensive movement patterns were more blocks and defense than receptions. Offensive movement patterns were more attack and placements than attack preparation moves. Advance was the direction of locomotion most used. Identifying and understanding such movement patterns are vital to defining specific, effective training strategies for men's beach volleyball players.  相似文献   

8.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   

9.
The “Macbeth effect” denotes the phenomenon that people wish to cleanse themselves physically when their moral self has been threatened. In this article we argue that such a threat to one's moral self may also result from playing a violent video game, especially when the game involves violence against humans. The cleansing effect should be particularly strong among inexperienced players who do not play video games on a regular basis, because frequent players may apply other strategies to alleviate any moral concerns. Seventy students played one of two violent video games and were then asked to select 4 out of 10 gift products, half of which were hygiene products. Inexperienced players reported more moral distress when the game involved violence against humans (compared to violence against objects), and selected more hygiene products in this condition than frequent video game players. Frequent players, on the other hand, reported less moral distress, irrespective of the game they played.  相似文献   

10.
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   

11.
The present study investigated the hypothesis that efficient oculomotor behaviours can be acquired through practice on a series of simple tasks and can be transferred subsequently to a complex visuomotor task, such as a video game. Each of two groups of subjects were exposed to a different set of simple tasks, or drills. One group, the efficient eye movement experimental group, received training designed to minimize eye movements and optimize scan path behaviours, whereas a second group of subjects, the inefficient eye movement experimental group, received training designed to increase the frequency of eye movements. Oculomotor training was interspersed with practice on the video game. Performance of these two experimental groups in the video game was compared to a control group playing the video game but receiving no specific training and matched for total time in the experiment. The group receiving efficient oculomotor training exhibited significantly superior performance in the video game and fewer foveations than either the inefficient or control groups, which did not differ from each other. Overall there was a significant inverse correlation between the number of foveations in the game and game score. The results of this study are discussed in terms of their implications for the importance of oculomotor training in the acquisition of any complex perceptual motor task.  相似文献   

12.
We present data and argument to show that in Tetris—a real-time, interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world than by performing computational actions in the head alone. We have found that some of the translations and rotations made by players of this video game are best understood as actions that use the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to change the world in order to simplify the problem-solving task. Thus, we distinguish pragmatic actions—actions performed to bring one physically closer to a goal—from epistemic actions—actions performed to uncover informatioan that is hidden or hard to compute mentally. To illustrate the need for epistemic actions, we first develop a standard information-processing model of Tetris cognition and show that it cannot explain performance data from human players of the game—even when we relax the assumption of fully sequential processing. Standard models disregard many actions taken by players because they appear unmotivated or superfluous. However, we show that such actions are actually far from superfluous; they play a valuable role in improving human performance. We argue that traditional accounts are limited because they regard action as having a single function: to change the world. By recognizing a second function of action—an epistemic function—we can explain many of the actions that a traditional model cannot. Although our argument is supported by numerous examples specifically from Tetris, we outline how the new category of epistemic action can be incorporated into theories of action more generally.  相似文献   

13.
We propose that egotism about one's abilities may be related to good self‐regulation and a lack of self‐control may reduce estimations of aptitudes. Self‐control depletion should lead to more accurate and therefore less lofty predictions of future performances. In two experiments, self‐control depletion was manipulated by having participants either resist tempting cookies or by inhibiting thoughts about a white bear. In both cases, nondepleted participants made bolder predictions about their future performance on a video game than their depleted counterparts. Instead, depleted participants were more modest in their predictions and more accurate in their predictions than nondepleted participants. These findings suggest that depletion undermines self‐assurance in oneself, which may have implications for theories of depressive realism, accuracy, confidence, and goal setting.  相似文献   

14.
Video game developments allow players to design their own personalized avatars. Previous research has shown that this capability increases levels of aggression within socially acceptable forms of violence. Using the general aggression model (GAM), the current study examined the effect of avatar personalization on behavioral aggression within a violent video game. Participants who played a violent video game and designed their own avatars were significantly more aggressive than those who played the same violent video game with a generic avatar, and were also more aggressive than those who played the nonviolent video game, regardless of whether or not they designed their own personalized characters. Limitations and directions for future research are discussed.  相似文献   

15.
Movement variability and skill level of various throwing techniques   总被引:1,自引:0,他引:1  
In team-handball, skilled athletes are able to adapt to different game situations that may lead to differences in movement variability. Whether movement variability affects the performance of a team-handball throw and is affected by different skill levels or throwing techniques has not yet been demonstrated. Consequently, the aims of the study were to determine differences in performance and movement variability for several throwing techniques in different phases of the throwing movement, and of different skill levels. Twenty-four team-handball players of different skill levels (n=8) performed 30 throws using various throwing techniques. Upper body kinematics was measured via an 8 camera Vicon motion capture system and movement variability was calculated. Results indicated an increase in movement variability in the distal joint movements during the acceleration phase. In addition, there was a decrease in movement variability in highly skilled and skilled players in the standing throw with run-up, which indicated an increase in the ball release speed, which was highest when using this throwing technique. We assert that team-handball players had the ability to compensate an increase in movement variability in the acceleration phase to throw accurately, and skilled players were able to control the movement, although movement variability decreased in the standing throw with run-up.  相似文献   

16.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   

17.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

18.
We conducted two experiments to assess the hypothesis that experienced action video game players will exhibit superior performance in a distracted driving task. In the first experiment, experienced gamers and controls drove in a driving simulator, with and without distraction. Experienced AVG players exhibited fewer lane deviations during driving as compared to non-gamers; however, video game experience was not associated with fewer lane deviations while distracted. These results showed evidence for the video game experience effect however, no evidence of improved cognitive ability was found. In the second experiment, we informed participants of the hypothesis to replicate the methods of studies that do not mask the purpose of the research. We found video game experience again was associated with fewer driving errors, but was still not associated with better driving performance while distracted; however, gamers recalled more details of the distracting conversation and reported lower workload while driving than non-gamers. We use these results to argue for caution in interpreting research with experienced gamers and increased replication with attention paid to recruitment methodology within this research domain. Finally, our results indicate that understanding the nature of AVG experience on task performance requires careful attention to motivational factors.  相似文献   

19.
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   

20.
Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggression, nonviolent video game exposure decreases aggressive thoughts and feelings (Exp 1) and aggressive behavior (Exp 2). When participants assessed after a delay were compared to those measured immediately following game play, violent game players showed decreased aggressive thoughts, feelings and behavior, whereas nonviolent game players showed increases in these outcomes. Experiment 3 extended these findings by showing that exposure to nonviolent puzzle-solving games with no expressly prosocial content increases prosocial thoughts, relative to both violent game exposure and, on some measures, a no-game control condition. Implications of these findings for models of media effects are discussed.  相似文献   

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