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291.
Reading research and research on conversation have followed different paths: While the research program for reading committed itself to a relatively static view of language, where objective text properties serve to elicit specific effects on cognition and behavior of a reader, research on conversation has embraced a language-use perspective, where language is primarily seen as a dynamic, context dependent process. In this essay I contrast these two perspectives, and argue that in order to reach a unified understanding of natural language – be it reading, talking, or conversing – one needs to adopt a language-use perspective. Furthermore, I describe how reading can be seen as a form of language-use, and how the current landscape of research on reading can be re-interpreted in terms of a dynamic, context-sensitive perspective on language. In particular, I propose that the concept of ‘language games’ serves as a good starting point to conceive reading as a form of language-use, describe how one can derive first concrete hypotheses by re-interpreting reading in terms of language games, and show how they can be readily operationalized using tools from dynamic systems analysis.  相似文献   
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This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score analyses pointed out that they do not exceed the respective cutoff scores for each scale. The sample was divided into three clusters to differentiate three kinds of users: nonproblematic, problematic, and “addicted” players. The study highlights that the variable “video game typology” relates to some personality traits. Players who excessively use them tend to experience relatively more negative emotions (anxiety and depression), avoid socioemotional involvement, and report bizarre and culturally incongruent thoughts (accompanied by the respective behavioral displays).  相似文献   
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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   
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