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231.
Experts with video game experience, in contrast to non-experienced persons, are superior in multiple domains of visual attention. However, it is an open question which basic aspects of attention underlie this superiority. We approached this question using the framework of Theory of Visual Attention (TVA) with tools that allowed us to assess various parameters that are related to different visual attention aspects (e.g., perception threshold, processing speed, visual short-term memory storage capacity, top-down control, spatial distribution of attention) and that are measurable on the same experimental basis. In Experiment 1, we found advantages of video game experts in perception threshold and visual processing speed; the latter being restricted to the lower positions of the used computer display. The observed advantages were not significantly moderated by general person-related characteristics such as personality traits, sensation seeking, intelligence, social anxiety, or health status. Experiment 2 tested a potential causal link between the expert advantages and video game practice with an intervention protocol. It found no effects of action video gaming on perception threshold, visual short-term memory storage capacity, iconic memory storage, top-down control, and spatial distribution of attention after 15 days of training. However, observations of a selected improvement of processing speed at the lower positions of the computer screen after video game training and of retest effects are suggestive for limited possibilities to improve basic aspects of visual attention (TVA) with practice.  相似文献   
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电子游戏颇受儿童青睐,其用户日趋低龄化,它对幼儿的影响不容小觑。本实验以双人合作/竞技游戏为载体,考查了短时接触电子游戏对60名4~6岁幼儿的同伴交往与亲社会行为的影响,结果发现:1)幼儿与非好友玩伴共同接触双人电子游戏后会变得更喜欢自己的搭档,将其视为新好友并更希望未来与其交往;2)合作比竞技游戏更能促使幼儿喜爱玩伴,竞技游戏的获胜者比失败者更喜欢其搭档;3)年长比年少幼儿更喜欢与同伴交往;4)与其他非好友同伴相比,幼儿更愿意帮助自己的搭档。这表明短时接触内容适宜的双人电子游戏对幼儿的同伴交往和亲社会行为发展较为有益。  相似文献   
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Unintentional injuries are one of the leading causes of morbidity and mortality among children with intellectual and developmental disabilities (IDD). First aid training involves teaching critical first aid skills, some of which are designed to treat unintentional injuries. To date, no study has (a) evaluated the effects of a video-prompting procedure to teach first aid skills to children with IDD or (b) attempted to teach these skills to children by using a telehealth delivery format. We used a concurrent multiple-baseline-across-skills design to evaluate the efficacy of a video-prompting procedure via telehealth to teach five children with IDD to perform first aid on themselves for insect stings, minor cuts, and minor burns under simulated conditions. For all participants, our procedure produced large improvements that maintained for a minimum of 4 weeks. Furthermore, the effects of the training generalized to novel confederates for all participants, and these effects maintained for a minimum of 4 weeks.  相似文献   
235.
Esport has emerged as a global phenomenon in recent years, particularly among college students, but limited studies have examined its relationship with mental fatigue. This study aimed to examine the relationship between esport participation and mental fatigue among Chinese undergraduate students. Data from 63 college students who completed a 15-day survey were analyzed using bivariate dynamic structural equation modeling. Results showed that 80.95% of students who played more esport also experienced more mental fatigue immediately after gameplay. In addition, 25.40% of students who experienced increased mental fatigue immediately after gameplay reduced their subsequent esport participation time 12 h later. In general, students who participated in esport for longer were more likely to experience higher mental fatigue, lingering feelings of mental fatigue, and to reduce their subsequent esport participation time as a result of previously increased after-game mental fatigue. Our findings suggest that participating in more esport not only leads to increased mental fatigue immediately following gameplay, but that a sustained high level of esport participation is also associated with a consistent high level of mental fatigue and a lingering feeling of mental fatigue. Health promotion professionals and policymakers should explore measures that might be implemented to promote healthier esport behaviors among college students.  相似文献   
236.
教师的眼神注视是在视频学习中重要但易被忽视的元素。以往理论存在两种对立的观点:其中准社会交往理论和社会代理理论支持教师的眼神注视促进学习; 而基于多媒体学习认知理论与认知负荷理论认为教师的眼神注视会阻碍学习效果。通过汇总以往实证研究得出如下结论:首先, 教师的眼神注视对学习效果具有小的促进效应, 即教师的眼神注视能够促进学习者的保持成绩(d保持 = 0.41)和迁移成绩(d迁移 = 0.39); 其次, 在主观体验上, 教师的眼神注视对准社会交往也具有小的促进效应(d准社会交往 = 0.35), 而教师的眼神注视对认知负荷影响十分微弱(d认知负荷 = -0.02); 最后, 在对学习材料的注意加工上, 教师的眼神注视总体上影响比较微弱(d注视时间 = 0.06, d首次注视时间 = -0.15)。未来研究需要对不同注视类型、先前知识经验、学习材料性质以及认知神经方法进一步探究。  相似文献   
237.
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   
238.
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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使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   
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