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1.
A little more than 40 years ago, J. R. Simon and colleagues introduced what is now called the Simon task, which yielded a correspondence effect known as the Simon effect. In this paper, I set Simon's contribution in the context of research on stimulus-response compatibility. The novel contribution of the Simon task is described, along with foundational findings using the task that Simon and colleagues reported. I acknowledge the significance of Simon's (1990) review chapter in generating my own interests in the Simon task and describe four selected lines of research from my lab that have been a result of those interests. The article concludes with a brief tribute to Simon and his contribution to experimental psychology.  相似文献   

2.
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   

3.
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   

4.
Video game expertise has been shown to have beneficial effects for visual attention processes, but the effects of action video game playing on executive functions, such as task switching and filtering out distracting information, are less well understood. In the main experiment presented here, video game players (VGPs) and nonplayers (nVGPs) switched between two tasks of unequal familiarity: a familiar task of responding in the direction indicated by an arrow, and a novel task of responding in the opposite direction. nVGPs had large response time costs for switching from the novel task to the familiar task, and small costs for switching from the familiar task to the novel task, replicating prior findings. However, as compared to the nVGPs, VGPs were more facile in switching between tasks, producing overall smaller and more symmetric switching costs, suggesting that experience with action video games produces improvements in executive functioning. In contrast, VGPs and nVGPs did not differ in filtering out the irrelevant flanking stimuli or in remembering details of aurally presented stories. The lack of global differences between the groups suggests that the improved task-switching performance seen in VGPs was not due to differences in global factors, such as VGPs being more motivated than nVGPs.  相似文献   

5.
Recent findings indicate that two distinct mechanisms can contribute to a Simon effect: a visuomotor information transmission on the one hand and a cognitive code interference on the other hand (see for e.g., Wiegand & Wascher, in Journal of Experimental Psychology: Human Perception and Performance 2005a). Furthermore, it was proposed that the occurrence of one or the other mechanism strongly depends on the way responses are coded. Visuomotor information transmission seems to depend on a correspondence between stimulus position and spatial anatomical status of the effector, whereas cognitive code interference is thought to be based on relative response location codes. To further test the spatial anatomic coding hypothesis, three experiments were conducted, in which the Simon effect with unimanual responses was investigated for horizontal (Experiment 1 and 2) and vertical (Experiment 3) stimulus-response (S-R) relations. Based on the finding of a decreasing effect function (indicating the presence of visuomotor information transmission) for horizontal and vertical S-R relations, it was concluded that visuomotor information transmission occurs whenever there is an overlap between the spatial stimulus feature and parameters of the motor representation of the response. Furthermore, the specific motor representation seems to be task dependent, that is, it entails those response parameters that clearly differentiate between the two response alternatives in a given task situation.  相似文献   

6.
We present recent empirical and theoretical advances in conflict and error monitoring in the Simon task. On the basis of the adaptation by binding account for conflict adaptation and the orienting account for post-error slowing, we predict a dissociation between conflict and error monitoring. This prediction is tested and confirmed as conflict adaptation is task-specific while post-error slowing is not.  相似文献   

7.
Three experiments were conducted to determine whether spatial stimulus-response compatibility effects are caused by automatic response activation by stimulus properties or by interference between codes during translation of stimulus into response coordinates. The main evidence against activation has been that in a Simon task with hands crossed, responses are faster at the response location ipsilateral to the stimulus though manipulated by the hand contralateral to the stimulus. The experiments were conducted with hands in standard and in crossed positions and electroencephalogram measures showed coactivation of the motor cortex induced by stimulus position primarily during standard hand positions with visual stimuli. Only in this condition did the Simon effect decay with longer response times. The visual Simon effect appeared to be due to specific mechanisms of visuomotor information transmission that are not responsible for the effects obtained with crossed hands or auditory stimuli.  相似文献   

8.
TheSimon effect refers to the observation that subjects identify targets (e.g., colors) faster when the irrelevant spatial location of the target corresponds to the location of the response key. Theoretical accounts of the Simon effect typically explain performance in terms of automatic and controlled processes. Furthermore, the relative contributions of automatic and controlled processes are held to change as a function of the proportion of compatible to incompatible trials (compatibility proportion). Data are presented demonstrating that the reliability of the Simon effect, indexed by correlating its magnitude within subjects across blocks of trials, varied substantially as a function of the compatibility proportion. When the compatibility proportion was high, so was reliability. When the compatibility proportion was low, reliability was low as well. The results are discussed in terms of the relative reliability of automatic and controlled processes and the role of working memory and attentional control in goal maintenance.  相似文献   

9.
Two experiments are reported in which monolingual and bilingual participants who were younger (Experiment 1) or older (Experiment 2) adults performed in a dual-task classification paradigm. Visually (primary task) and auditorily (secondary task) presented stimuli were classified into two categories. The stimuli belonged to two domains, letters or numbers (LN) and animals or musical instruments (AM), and the two task modalities used stimuli from the same (related) or opposite (unrelated) domains. For both age groups, bilinguals were less disrupted than monolinguals in visual sorting in the LN domain, and relatedness affected performance only in the AM domain. The results indicate different processing demands for the two domains, with the simpler domain (LN) favouring bilinguals and the more semantically complex domain (AM) favouring related judgements for the two task modalities.  相似文献   

10.
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure.  相似文献   

11.
This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.  相似文献   

12.
70 undergraduate students, without any prior experience of video games playing, were given a pretest and a posttest on the Space Relations Test of the DAT, Forms A and B being, respectively, administered on the two occasions. The experimental group of 38 had eight sessions of playing the Zaxxon video game, each session including five plays. The control group of 32 received no such treatment. A 2 (sex) by 2 (group) analysis of covariance, using pretest scores as the covariate, yielded a significant effect for group which supports the hypothesis that spatial visualization test scores can be improved by video game playing. Moreover, the sex-related difference in visual-spatial skills frequently reported does not appear on the pretest. Finally, no effect for sex and no interaction of group X sex were found, indicating that both male and female subjects gained equally from playing Zaxxon.  相似文献   

13.
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."  相似文献   

14.
Many models of the Simon effect assume that categorical spatial representations underlie the phenomenon. The present study tested this assumption explicitly in two experiments, both of which involved eight possible spatial positions of imperative stimuli arranged horizontally on the screen. In Experiment 1, the eight stimulus locations were marked with eight square boxes that appeared at the same time during a trial. Results showed gradually increasing Simon effects from the central locations to the outer locations. In Experiment 2, the eight stimulus locations consisted of a combination of three frames of spatial reference (hemispace, hemifield, and position relative to the fixation), with each frame appearing in different timings. In contrast to Experiment 1, results showed an oscillating pattern of the Simon effect across the horizontal positions. These findings are discussed in terms of grouping factors involved in the Simon task. The locations seem to be coded as a single continuous dimension when all are visible at once as in Experiment 1, but they are represented as a combination of the lateral categories (“left” vs. “right”) with multiple frames of reference when the reference frames are presented successively as in Experiment 2.  相似文献   

15.
16.
The Simon effect consists of faster responses to the color (or another nonspatial feature) of spatially corresponding stimuli than to spatially noncorresponding stimuli. Recently, several studies observed the Simon effect after corresponding predecessor trials, but not after noncorresponding predecessor trials. To explain these sequential modulations, Stürmer et al. (2002) proposed a mechanism modulating the ability of stimulus position to automatically activate a response. The present study investigated which events are effectively triggering this mechanism in a variant of the Simon task, in which both stimuli and responses varied in color (participants wore colored gloves) as well as in horizontal position. In the same-color task (e.g., green stimulus-green response), a normal Simon effect showed up after corresponding trials, but no effect occurred after noncorresponding trials. In the alternate-color task (e.g., green stimulus-red hand), no effect occurred after spatially corresponding trials, whereas an inverted Simon effect was found after noncorresponding trials. Additional analyses showed that repetition (or alternation) effects did not affect the results. The results are discussed in terms of a conflict-monitoring account (Stürmer et al., 2002), and in terms of a feature-integration account (Hommel et al., 2002).  相似文献   

17.
Recently, it was proposed that the Simon effect would result not only from two interfering processes, as classical dual-route models assume, but from three processes. It was argued that priming from the spatial code to the nonspatial code might facilitate the identification of the nonspatial stimulus feature in congruent Simon trials. In the present study, the authors provide evidence that the identification of the nonspatial information can be facilitated by the activation of an associated spatial code. In three experiments, participants first associated centrally presented animal and fruit pictures with spatial responses. Subsequently, participants decided whether laterally presented letter strings were words (animal, fruit, or other words) or nonwords; stimulus position could be congruent or incongruent to the associated spatial code. As hypothesized, animal and fruit words were identified faster at congruent than at incongruent stimulus positions from the association phase. The authors conclude that the activation of the spatial code spreads to the nonspatial code, resulting in facilitated stimulus identification in congruent trials. These results speak to the assumption of a third process involved in the Simon task.  相似文献   

18.
Observing behavior in a computer game.   总被引:1,自引:1,他引:1       下载免费PDF全文
Contingencies studied in lever-pressing procedures were incorporated into a popular computer game, "Star Trek," played by college students. One putative reinforcer, the opportunity to destroy Klingon invaders, was scheduled independently of responding according to a variable-time schedule that alternated unpredictably with equal periods of Klingon unavailability (mixed variable time, extinction schedule of reinforcement). Two commands ("observing responses") each produced stimuli that were either correlated or uncorrelated with the two components. In several variations of the basic game, an S-, or bad news, was not as reinforcing as an S+, or good news. In addition, in other conditions for the same subjects observing responses were not maintained better by bad news than by an uninformative stimulus. In both choices, more observing tended to be maintained by an S- for response-independent Klingons when its information could be (and was) used to advantage with respect to other types of reinforcement in the situation (Parts 1 and 2) than when the information could not be so used (Part 3). The findings favor the conditioned reinforcement hypothesis of observing behavior over the uncertainty-reduction hypothesis. This extends research to a more natural setting and to multialternative concurrent schedules of events of seemingly intrinsic value.  相似文献   

19.
This experiment investigated the relationship between motivation, engagement, and learning in a video game task. Previous studies have shown increased autonomy during practice leads to superior retention of motor skills, but it is not clear why this benefit occurs. Some studies suggest this benefit arises from increased motivation during practice; others suggest the benefit arises from better information processing. Sixty novice participants were randomly assigned to a self-controlled group, who chose the progression of difficulty during practice, or to a yoked group, who experienced the same difficulty progression but did not have choice. At the end of practice, participants completed surveys measuring intrinsic motivation and engagement. One week later, participants returned for a series of retention tests at three different difficulty levels. RM-ANCOVA (controlling for pre-test) showed that the self-controlled group had improved retention compared to the yoked group, on average, β = 46.78, 95% CI = [2.68, 90.87], p = 0.04, but this difference was only statistically significant on the moderate difficulty post-test (p = 0.004). The self-controlled group also showed greater intrinsic motivation during practice, t(58) = 2.61, p = 0.01. However, there was no evidence that individual differences in engagement (p = 0.20) or motivation (p = 0.87) were associated with learning, which was the relationship this experiment was powered to detect. These data are inconsistent with strictly motivational accounts of how autonomy benefits learning, instead suggesting the benefits of autonomy may be mediated through other mechanisms. For instance, within the information processing framework, the learning benefits may emerge from learners appropriately adjusting difficulty to maintain an appropriate level of challenge (i.e., maintaining the relationship between task demands and cognitive resources).  相似文献   

20.
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