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1.
李晴  陈安涛 《心理科学》2018,(6):1318-1324
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。  相似文献   

2.
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   

3.
Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.  相似文献   

4.
It is well established that children lie in different social contexts for various purposes from the age of 2 years. Surprisingly, little is known about whether very young children will spontaneously lie for personal gain, how self‐benefiting lies emerge, and what cognitive factors affect the emergence of self‐benefiting lies. To bridge this gap in the literature, we situated children between 2 and 4 years of age in a zero‐sum game where children must lie to their opponent if they wanted to win a desirable reward. We found that the majority of young children did not lie even when they experienced personal losses repeatedly. However, some children spontaneously lied during the game; as the game progressed, more children lied. Further, we found that children's theory of mind understanding and executive functioning in terms of a combination of inhibitory control and cognitive flexibility had significant positive and unique correlations with how frequently children lied for personal gain. The present results taken together with the existing findings regarding children's lies for self‐protection and politeness purposes suggest that the act of lying begins early in life. Further, its emergence and development are influenced by children's specific cognitive abilities in the domains of theory of mind understanding and executive functioning.

Highlights

  • The study investigated whether very young children will spontaneously lie for personal gain.
  • This study used a zero‐sum game to elicit children's self‐benefiting lies. Results showed the majority of young children did not lie, and it is related to children's theory of mind understanding and executive functioning.
  • The act of lying begins early in life, and its emergence and development are influenced by children's specific cognitive abilities in the domains of theory of mind understanding and executive functioning.
  相似文献   

5.
Although growth in head circumference (HC) during infancy is known to predict later childhood outcomes, the mechanisms underlying this association with later sociocognitive abilities remain undetermined. Thus, using a sample of 241 pairs of normally developing Japanese twins, this study investigated the underpinnings of the association between HC growth (difference between HC at birth and at 10 months) and sociocognitive abilities at 19 months as measured by 10 items from the M-CHAT. Phenotypic correlations between HC at birth and sociocognitive abilities and between HC growth and sociocognitive abilities were marginal and not significant. However, multivariate genetic analyses using Cholesky decomposition revealed that genetic influences on HC growth and those on sociocognitive abilities were negatively associated. On the other hand, shared and nonshared environmental influences on HC growth were positively associated with influences on sociocognitive abilities. Genetic and environmental influences on HC at birth were not significantly associated with influences on sociocognitive abilities. These results help to clarify the role of brain growth during infancy in the subsequent development of sociocognitive abilities and highlight the importance of examining the different roles of genetic and environmental influences in studies of these areas.  相似文献   

6.
The current study implements the drive theory of social facilitation to explain the influence of audience presence in video game play. This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored in research on gaming experiences. The study finds a significant positive association between non-gaming cognitive abilities (such as hand–eye coordination and mental rotation ability) and performance at a first-person shooter. Data also support the social facilitation hypothesis: Game play in the presence of a physical audience significantly predicts increased game performance. Social facilitation effects are only found for low-challenge games where the drive-inducing capacity of task challenge is minimized. Resultant influences on game enjoyment are less clear.  相似文献   

7.
以Anderson为核心的研究者通过数十年研究发现, 暴力电子游戏是攻击行为产生的前因变量, 并且提出可以用一般攻击模型(General Aggression Model, GAM)来解释这一结论。然而, Ferguson等人的研究表明, 暴力电子游戏不是攻击行为产生的前因变量, 而是攻击行为产生的催化剂, 并提出催化剂模型(Catalyst Model, CM)来解释该结论。由于社会心理研究中, 实验研究难以严格控制, 导致研究结果大径相庭, 暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量, 同时还需整合一般攻击模型和催化剂模型指导实证研究, 最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。  相似文献   

8.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

9.
Four experiments evaluated the effect of variations in sex-typed behavior in hypothetical peers on children's ratings of friendship. In all four studies, the children were heterogeneous with regard to social class, ethnicity, and race. In Experiment 1, children (71 boys, 90 girls) in Grades 3–6 read five stories about a target boy and in Experiment 2 (102 boys, 137 girls) about a target girl who displayed four sex-typed behaviors that ranged from exclusively masculine to exclusively feminine. In Experiment 1, boys preferred the exclusively masculine boy most as a friend. With each addition of a feminine behavior (and corresponding subtraction of a masculine behavior), the friendship ratings became increasingly negative. In contrast, the girls preferred the exclusively feminine boy most as a friend and, with each addition of a masculine behavior, the friendship ratings became increasingly negative. In Experiment 2, the converse was found although girls' ratings of friendship were less sharply affected by the target girl's sex-typed behavior than was observed for boys' ratings in Experiment 1. In Experiment 3, children (33 boys, 38 girls) in Grades K—2 were read three stories about a target boy, accompanied by detailed chromatic illustrations, whose four sex-typed behaviors were exclusively masculine, equally masculine and feminine, or exclusively feminine. The boys had significantly more favorable friendship ratings than the girls; however, in contrast to Experiments 1 and 2, the target boy's sex-typed behavior did not affect friendship ratings of either boys or girls. Experiment 4 (28 boys, 27 girls) repeated the procedure of Experiment 3 with children in kindergarten and Grade 1; in addition, the children made forced-choice friendship ratings for each of the three possible story pairs. In contrast to Experiment 3, boys' friendship ratings were affected by the target boy's sex-typed behavior, as observed in Experiment 1, but girls' friendship ratings were not. However, in the forced-choice situation, the boys significantly preferred the exclusively masculine boy whereas the girls significantly preferred the exclusively feminine boy. The results were discussed in relation to the influence sex-typed behavior has on modifying the effects of a peer's sex on affiliative preference and sex differences in appraisals of cross-gender behavior, including the concept of threshold effects.  相似文献   

10.
对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。  相似文献   

11.
Using a multifactorial model, sex differences in academic performance were examined in a sample of 347 elementary school children. As expected, girls' academic performance averaged higher than boys'. Path analysis confirmed initial hypotheses that girls' advantage is partially due to their characteristic of greater responsiveness to social cues and compliance with adult direction. This advantage was partially offset in this model by boys' greater visual-spatial skill, which also was a predictor of academic success. Access to stereotypic masculine toys and activities at home was, for both sexes, a predictor of children's visual-spatial ability. As expected, socioeconomic variables, including mothers' occupation and fathers' level of education, also influenced the environmental, social, and cognitive factors predicting academic success. These results indicate that boys' and girls' differential development of specific cognitive and social skills may play an important role in establishing sex differences in academic performance.  相似文献   

12.
Six- and 7-year-old children computed moves on a board game from dice over 3 sessions (game context) and also solved simple, aurally presented addition problems (academic context), corresponding to the dice rolls made in the game. Children displayed multiple and variable use of addition strategies in both the game and academic contexts, although there were significant differences in the strategies used and patterns of performance between the 2 contexts. Children used more sophisticated strategies and made more errors during the academic than the game context. The relation between strategy use, variability, and errors also varied between the 2 conditions, as did the selection of strategies children used for solving identical addition problems. These findings support selectionist models of cognitive development and illustrate the potent role of context in young children's strategy use.  相似文献   

13.
We conducted a field study to test whether parents' negative reactions to a natural disaster affected children's reactions, together with the factors buffering this negative influence. Specifically, we examined whether parents' posttraumatic stress symptoms following an earthquake were associated with children's posttraumatic symptoms and their use of negative coping strategies. Theory of mind (ToM) was tested as the factor allowing children to reduce the detrimental effects of posttraumatic stress symptoms on negative coping. Hypotheses were tested in a sample of elementary school children and their parents in the aftermath of the earthquakes that struck Northern Italy in 2012. Results revealed that mothers' (but not fathers') posttraumatic stress symptoms were positively associated with children's posttraumatic stress symptoms, which acted as mediator on the use of negative coping strategies by children, but only among children with low ToM abilities. We discuss the theoretical and practical implications of findings.  相似文献   

14.
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations for using games. The current study hopes to address this gap in the literature by examining children’s motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.  相似文献   

15.
Although there has been a substantial growth in the number of published studies examining tests of cognitive abilities and using contemporary theories of cognitive abilities, to date none have done so with preschool cognitive tests. In this study the relation between cognitive ability measures for young children and Cattell-Horn-Carroll (CHC) theory is examined. Tests and subtests from the Differential Ability Scales: Upper Preschool Level and the Woodcock-Johnson Tests of Cognitive Ability-Revised with a sample of 158 children between 4 and 5 years of age were used in a series of joint factor analyses. Although a series of models were explored, the model representative of the CHC theory of cognitive abilities was best supported by the data. This provides evidence for a greater differentiation of young children's cognitive abilities than are typically interpreted. Results are discussed with regard to understanding the link between contemporary theories of intelligence and young children's cognitive abilities, as well as implications for intellectual assessment practices with young children.  相似文献   

16.
The fear of being laughed at (gelotophobia), the joy of being laughed at (gelotophilia), and the joy of laughing at others (katagelasticism) were tested in a sample of 189 7‐ and 8‐year‐olds and their parents (185 mothers, 160 fathers). The dispositions were widely unrelated in the full sample. There was a positive relation between girls' and mothers' katagelasticism as well as between the 7‐year‐old boys' katagelasticism and their parents' gelotophilia. Furthermore, the 8‐year‐old boys' fear of being laughed at correlated robustly positively with their parents' gelotophobia and their gelotophilia with their parents' katagelasticism. Similarities/dissimilarities in the parental expression in the dispositions had no impact on the scores in the children. The findings are different from relations reported for parents and their adult children. The study provides ground for further studies on how families deal with ridicule and being laughed at.  相似文献   

17.
We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills.  相似文献   

18.
Do cognitive abilities in early childhood relate genetically and/or environmentally to isomorphic abilities in adulthood? Are specific cognitive abilities diffentiated in early childhood in terms of their prediction of adult cognitive abilities? The present study, the first behavioral genetic analysis of specific cognitive abilities in early childhood, explored these questions using parent-offspring data for 186 adopted children and 151 nonadopted children tested in the longitudinal Colorado Adoption Project at 3 years of age and 162 adopted children and 138 nonadopted children tested at 4 years. The children's Stanford-Binet IQ and scores for four specific cognitive abilities (verbal, spatial, perceptual speed, and memory) were correlated with corresponding measures for their parents—the biological and adoptive parents of the adopted children and the natural parents of the nonadopted children. Significant correlations were found between biological mothers' IQ and the IQ of their adopted away offspring at 3 and 4 years of age, suggesting genetic influence for IQ. However, specific cognitive abilities yielded no significant correlations between biological mothers and their adopted-away offspring. These results suggest that substantial genetic continuity exists for IQ from early childhood to adulthood, but not for specific cognitive abilities.  相似文献   

19.
Researchers who advocate the hypothesis that cognitive development is akin to theory formation have also suggested that young children possess distinct systems for explaining physical, psychological, and biological principles (see, e.g., Wellman & Gelman, 1992). One way this has been investigated is by examining how children explain human action: Children explain intentional and accidental actions by appealing to psychological principles, and explain impossible physical or biological action in terms of the underlying principles of those domains (Schult & Wellman, 1997). The current investigation examined the coherence of children's explanatory systems by eliciting explanations of possible and impossible physical, psychological, and biological events. Then, in a separate set of stories, children were asked to generate counterfactual alternatives for characters who wanted to perform an event, but did not, either because of a mishap or because the event was impossible. Overall, children were better at generating explanations for why events were impossible than recognizing that no alternative could be generated for impossible events. However, there was some evidence that children's explanatory abilities predicted whether they could correctly reject cases where no counterfactual alternative could be generated. The results lend support to the hypothesis that children's causal knowledge is coherently organized in domain‐specific knowledge structures.  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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