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1.
Two experiments examined whether learning a virtual environment was influenced by field of view and how it related to prior video gaming experience. In the first experiment, participants (42 men, 39 women; M age = 19.5 yr., SD = 1.8) performed worse on a spatial orientation task displayed with a narrow field of view in comparison to medium and wide field-of-view displays. Counter to initial hypotheses, wide field-of-view displays did not improve performance over medium displays, and this was replicated in a second experiment (30 men, 30 women; M age = 20.4 yr., SD = 1.9) presenting a more complex learning environment. Self-reported video gaming experience correlated with several spatial tasks: virtual environment pointing and tests of Judgment of Line Angle and Position, mental rotation, and Useful Field of View (with correlations between .31 and .45). When prior video gaming experience was included as a covariate, sex differences in spatial tasks disappeared.  相似文献   

2.
Motivation is often used as a predictor of a problematic style of video game engagement, implying that individuals' gaming undermines optimal functioning. Drawing from recent advances in Self‐Determination Theory (SDT), the present study explores the links between gaming motivations, the daily frustration of basic psychological needs, and reports of problematic video gaming (PVG). A sample of 1029 participants (72.8% male; M = 22.96 years; SD = 4.13 years) completed items regarding their gaming engagement and gaming motivation as well as their experience of needs frustration and PVG symptoms. Results revealed positive associations between gaming motivations and PVG, and between daily needs frustration and PVG. Finally, after comparing several competing models, a mediational model whereby needs frustration explained the association between individuals' gaming motivation and PVG emerged as best fitting the data. The discussion addresses the theoretical and practical implications of these findings in the context of recent research.  相似文献   

3.
Understanding the relation between objects and their pictures at a level beyond mere feature discrimination is by no means a trivial cognitive ability, and support of this is still weak in nonhuman species. Here, we report evidence of representational insight in pigeons. Responding to pictures of human body parts was compared in birds that had extensive pre-experience with live humans and in birds that had never seen any human heads. In a two-alternative forced-choice procedure the pigeons were trained to discriminate between pictures of either handless or headless humans and nonhumans. On test, the birds had to choose (i) between body parts they had already seen in training and the parts that had been missing, (ii) between previously seen parts and arbitrary skin patches, and (iii) between previously missing parts and skin patches. Only the pigeons that lacked experience with real heads and were trained with pictures of headless humans failed to show a significant preference for pictures of missing parts (i.e., heads) over arbitrary skin patches. This demonstrates the importance of individual experience with the real 3D-referents of pictures for classification of the latter and is thereby evidence of representational insight.  相似文献   

4.
Physically active video games (i.e., exergames), which are a prevalent and popular childhood activity, may have benefits to executive-functioning (EF) skills, as they incorporate both cognitive engagement and physical activity. Acute EF change in 147 7- to 12-year-olds was assessed after participation in a 20-min activity. The between-subjects design had 4 conditions: exergame, sedentary video game, exercise, and nonplaying control. The varied level of physical and cognitive engagement examined whether the nature of the activity, such as physical movement or cognitive engagement in an enjoyable activity, differentially related to changes in different aspects of EF. Participants in the cognitively engaging conditions (i.e., the 2 video game conditions) improved their accuracy on the most complex EF test and their reaction time on the standard EF test more than participants in the other conditions. These findings suggest that the kind of cognitive engagement involved in video game play is the mechanism of acute effects on EF.  相似文献   

5.
Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to fill this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.  相似文献   

6.
7.
Individuals tend to compare themselves with others, and the results of these self-evaluations influence subsequent performance. When individuals perceive an advantage over their rivals (challenge-type response), they achieve higher levels of performance. According to the biopsychosocial model of challenge and threat, benefits of favourable appraisals are partly mediated by cardiovascular efficiency, which is increased by challenge and decreased by threat evaluations. In this study, we tested whether the biopsychosocial model can be extended to predict behavioural outcomes in esports. We expected that challenge-type evaluations would increase performance compared to threat-type evaluations. Eighty-two men were assigned to a challenge or threat group and completed three rounds of Counter-Strike: Global Offensive – a video game popular in esports. Individuals with the highest scores were awarded cash prizes. Cardiovascular markers of challenge and threat, cognitive appraisals, and game scores were recorded. We manipulated the social challenge and social threat evaluation by informing participants that their performance in the initial round was superior (challenge) or inferior (threat) compared with other gamers. We found that individuals with more gaming experience, believed they were better than other gamers, had higher heart rate and, in turn, achieved higher scores. These effects were related to initial situational appraisal at the baseline and were not boosted by feedback provided during the actual performance. These results are the first to document that social comparisons among gamers are accurate in the prediction of future physiological and behavioural outcomes. Furthermore, these findings emphasize that physiological responses mediate relationships between action-related cognitions and performance.  相似文献   

8.
This paper describes a study protocol to investigate the use of immersive virtual reality as a treatment for amputees' phantom limb pain. This work builds upon prior research using mirror box therapy to induce vivid sensations of movement originating from the muscles and joints of amputees' phantom limbs. The present project transposes movements of amputees' anatomical limbs into movements of a virtual limb presented in the phenomenal space of their phantom limb. It is anticipated that the protocol described here will help reduce phantom limb pain.  相似文献   

9.
The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention.To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (< 2 h/month, N = 12), casual players (4–8 h/month, N = 10), and experienced players (> 15 h/month, N = 20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed.  相似文献   

10.
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   

11.
Action video games have been show to affect a variety of visual and cognitive processes. There is, however, little evidence of whether playing video games can also affect motor action. To investigate the potential link between experience playing action video games and changes in oculomotor action, we tested habitual action video game players (VGPs) and non-video game players (NVGPs) in a saccadic trajectory deviation task. We demonstrate that spatial curvature of a saccadic trajectory towards or away from distractor is profoundly different between VGPs and NVGPs. In addition, task performance accuracy improved over time only in VGPs. Results are discussed in the context of the competing interplay between stimulus-driven motor programming and top–down inhibition during oculomotor execution.  相似文献   

12.
Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.  相似文献   

13.

尝试在生死教育课程中开展了参观殡仪馆活动,理由有二,一是受到具身认知理论和沉浸理论两个教学理论的支持;二是生死教育课程本身的要求,即借鉴国外死亡教育的经验、落实“以死观生”的生死教育理念和帮助学生死亡脱敏的要求。在教学设计中,把参观活动分为一般沉浸活动和深度沉浸活动两种,学生参观后的自愿报告显示教学效果良好。参观殡仪馆活动可以在其他高校有条件地推广,但必须遵循两个重要原则,即心理建设原则和完全自愿原则。

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14.
Electronic-based communication (such as Immersive Virtual Environments; IVEs) may offer new ways of satisfying the need for social connection, but they also provide ways this need can be thwarted. Ostracism, being ignored and excluded, is a common social experience that threatens fundamental human needs (i.e., belonging, control, self-esteem, and meaningful existence). Previous ostracism research has made use of a variety of paradigms, including minimal electronic-based interactions (e.g., Cyberball) and communication (e.g., chatrooms and Short Message Services). These paradigms, however, lack the mundane realism that many IVEs now offer. Further, IVE paradigms designed to measure ostracism may allow researchers to test more nuanced hypotheses about the effects of ostracism. We created an IVE in which ostracism could be manipulated experimentally, emulating a previously validated minimal ostracism paradigm. We found that participants who were ostracized in this IVE experienced the same negative effects demonstrated in other ostracism paradigms, providing, to our knowledge, the first evidence of the negative effects of ostracism in virtual environments. Though further research directly exploring these effects in online virtual environments is needed, this research suggests that individuals encountering ostracism in other virtual environments (such as massively multiplayer online role playing games; MMORPGs) may experience negative effects similar to those of being ostracized in real life. This possibility may have serious implications for individuals who are marginalized in their real life and turn to IVEs to satisfy their need for social connection.  相似文献   

15.
16.
Most studies of ideal-body media effects on body image focus on the extreme thinness of the models, not their idealness. In modern media, this idealness is often created or maximized via digital image editing. This experiment tested the effects of image editing outside the research-typical context of exclusive thinness. Original unretouched photographs were manipulated by a professional retoucher to produce unretouched and retouched image conditions. In a third condition (retouched-aware), the retouched images were explicitly labeled as retouched. Adolescents ( N = 393, average age 15.43) were randomly assigned to one of these conditions or a no-exposure control, and they completed a questionnaire following exposure. Objectified body consciousness increased and physical self-esteem decreased among male and female adolescents in the retouched-aware condition only. This boomerang effect of retouching awareness is explored in the discussion.  相似文献   

17.
The study examined whether or not acute exposure to unfamiliar hot or cold conditions impairs performance of highly skilled coordinative activities and whether prior physical self-efficacy beliefs were associated with task completion. Nineteen volunteers completed both Guitar Hero and Archery activities as a test battery using the Nintendo Wii console in cold (2 degrees C), neutral (20 degrees C), and hot (38 degrees C) conditions. Participants all completed physical self-efficacy questionnaires following experimental familiarization. Performances of both Guitar Hero and Archery significantly decreased in the cold compared with the neutral condition. The cold trial was also perceived as the condition requiring both greater concentration and effort. There was no association between performance and physical self-efficacy. Performance of these coordinative tasks was compromised by acute (nonhypothermic) exposure to cold; the most likely explanation is that the cold condition presented a greater challenge to attentional processes as a form of environmental distraction.  相似文献   

18.
ABSTRACT

Aesthetic elements such as soundtrack music have been neglected in game entertainment research. Based on previous work in games research and the psychology of film soundtracks (Cohen, 2001), we test the hypotheses that soundtrack music contributes to players‘ enjoyment via intensification of emotions (affective route) and via amplification of the sense of spatial presence and identification with the game character (cognitive routes). Study 1 tested these assumptions with = 68 young male players of an episode of Assassin’s Creed: Black Flag®, either with the original soundtrack music present or absent, and reported game enjoyment, as well as scores of the assumed mediator variables afterward. In Study 2, N = 59 young males played an episode of Alien: Isolation® with soundtrack music present or absent and reported their horror experience, as well as the experiential facets as in study 1. Findings clearly show an indirect effect of soundtrack music on enjoyment through positive emotions (study 1) and an impact of (shocking) music on players’ horror experience (study 2). However, a mediation of the effect of soundtrack music on game enjoyment via spatial presence or identification was not established. We discuss implications for future research in game entertainment.  相似文献   

19.
An intervention facilitated 3-month-old infants' apprehension of objects either prior to (reach first), or after (watch first) viewing another person grasp similar objects in a visual habituation procedure. Action experience facilitated action perception: reach-first infants focused on the relation between the actor and her goal, but watch-first infants did not. Infants' sensitivity to the actor's goal was correlated with their engagement in object-directed contact with the toys. These findings indicate that infants can rapidly form goal-based action representations and suggest a developmental link between infants' goal directed actions and their ability to detect goals in the actions of others.  相似文献   

20.
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