全部 标题 作者
关键词 摘要

OALib Journal期刊
ISSN: 2333-9721
费用:99美元

查看量下载量

相关文章

更多...

电子竞技游戏对个体执行功能的影响
The Influence of E-Sports Games on Individual Executive Function

DOI: 10.12677/AP.2023.1312796, PP. 6237-6244

Keywords: 电子竞技游戏,执行功能,行为抑制,共同需求假说,第一人称射击游戏
Electronic Sports Games
, Executive Functions, Behavioral Inhibition, Common-Need Hypothesis, First-Person Shooter Games

Full-Text   Cite this paper   Add to My Lib

Abstract:

电子竞技游戏不仅成为了当今社会人们的一种娱乐方式,也已成为了正式的体育竞技项目。本文综述了不同类型电子竞技游戏对执行功能的差异影响。通过对前人研究的梳理,我们发现实时战略游戏和大型多人在线游戏可能会对执行功能产生积极影响,而第一人称射击游戏则可能对行为抑制能力产生负面影响。这些发现意味着可以利用某些游戏类型进行有针对性的执行功能干预并规避其可能的负面影响。但目前研究在研究设计和样本选择上存在一定局限。未来研究可通过纵向设计、关注不同年龄段受试者及平衡游戏时间与体育锻炼等方式,对游戏类型与执行功能的关系进行更全面和深入的考察,以获得更可靠的因果结论,实现对电子竞技游戏更加合理地利用。
Electronic sports (e-sports) gaming has become not only a popular form of entertainment in modern society, but also recognized competitive sports. This review comprehensively examines the differential effects of various e-sports game genres on executive functions. By synthesizing previous research, it is found that real-time strategy games and massively multiplayer online games may positively impact executive functions, whereas first-person shooter games may negatively affect behavioral inhibition. These findings suggest the potential of targeted interventions using specific game genres to improve executive functions while mitigating possible adverse consequences. However, current research has limitations in study design and sampling. Future research could adopt longitudinal approaches, include participants across different age groups, and account for the balance between gaming time and physical exercise, to enable more comprehensive and in-depth investigations on the relationship between game genres and executive functions, and thus promote the rational use of e-sports games.

References

[1]  国家体育总局体育信息中心(2010). 专访国家体育总局: 中国电子竞技未来之路. http://www.sport.gov.cn/xxzx/n11032/c671924/content.html
[2]  罗琳琳, 周晓林(2004). 执行功能与数量加工: 回顾与展望. 心理科学进展, 12(5), 714-722.
[3]  王元, 李柯, 盖晓松(2019). 视频游戏训练对执行功能的迁移效应. 心理科学, 42(4), 820-826.
https://doi.org/10.16719/j.cnki.1671-6981.20190408
[4]  Bailey, K., West, R., & Kuffel, J. (2013). What Would My Avatar Do? Gaming, Pathology, and Risky Decision Making. Frontiers in Psychology, 4, 609.
https://doi.org/10.3389/fpsyg.2013.00609
[5]  Bavelier, D., Green, C. S., Pouget, A., & Schrater, P. (2012). Brain Plasticity through the Life Span: Learning to Learn and Action Video Games. Annual Review of Neuroscience, 35, 391-416.
https://doi.org/10.1146/annurev-neuro-060909-152832
[6]  Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Shawn Green, C., & Bavelier, D. (2018). Correction: Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills. Psychological Bulletin, 144, 978-979.
https://doi.org/10.1037/bul0000168
[7]  Best, J. R., Nagamatsu, L. S., & Liu-Ambrose, T. (2014). Improvements to Executive Function during Exercise Training Predict Maintenance of Physical Activity over the following Year. Frontiers in Human Neuroscience, 8, Article 83210.
https://doi.org/10.3389/fnhum.2014.00353
[8]  Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The Effects of Video Game Playing on Attention, Memory, and Executive Control. Acta Psychologica, 129, 387-398.
https://doi.org/10.1016/j.actpsy.2008.09.005
[9]  Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action Video Game Experience Reduces the Cost of Switching Tasks. Attention, Perception, and Psychophysics, 74, 641-647.
https://doi.org/10.3758/s13414-012-0284-1
[10]  Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology Consumption and Cognitive Control: Contrasting Action Video Game Experience with Media Multitasking. Attention, Perception, and Psychophysics, 78, 218-241.
https://doi.org/10.3758/s13414-015-0988-0
[11]  Carriedo, N., Corral, A., Montoro, P. R., Herrero, L., & Rucián, M. (2016). Development of the Updating Executive Function: From 7-Year-Olds to Young Adults. Developmental Psychology, 52, 666-678.
https://doi.org/10.1037/dev0000091
[12]  Chang, Y. H., Liu, D. C., Chen, Y. Q., & Hsieh, S. (2017). The Relationship between Online Game Experience and Multitasking Ability in a Virtual Environment. Applied Cognitive Psychology, 31, 653-661.
https://doi.org/10.1002/acp.3368
[13]  Collette, F., & Van Der Linden, M. (2002). Brain Imaging of the Central Executive Component of Working Memory. Neuroscience and Biobehavioral Reviews, 26, 105-125.
https://doi.org/10.1016/S0149-7634(01)00063-X
[14]  Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B. (2013). Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improvement in Working Memory But Not Action Inhibition. Psychological Research, 77, 234-239.
https://doi.org/10.1007/s00426-012-0415-2
[15]  Colzato, L. S., van Leeuwen, P. J. A., van den Wildenberg, W. P. M., & Hommel, B. (2010). DOOM’d to Switch: Superior Cognitive Flexibility in Players of First Person Shooter Games. Frontiers in Psychology, 1, Article 1515.
https://doi.org/10.3389/fpsyg.2010.00008
[16]  Davis, C. L., Tomporowski, P. D., McDowell, J. E., Austin, B. P., Miller, P. H., Yanasak, N. E., Allison, J. D., & Naglieri, J. A. (2011). Exercise Improves Executive Function and Achievement and Alters Brain Activation in Overweight Children: A Randomized, Controlled Trial. Health Psychology, 30, 91-98.
https://doi.org/10.1037/a0021766
[17]  Deleuze, J., Christiaens, M., Nuyens, F., & Billieux, J. (2017). Shoot at First Sight! First Person Shooter Players Display Reduced Reaction Time and Compromised Inhibitory Control in Comparison to Other Video Game Players. Computers in Human Behavior, 72, 570-576.
https://doi.org/10.1016/j.chb.2017.02.027
[18]  Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive Enhancement in Video Game Players: The Role of Video Game Genre. Computers in Human Behavior, 44, 59-63.
https://doi.org/10.1016/j.chb.2014.11.051
[19]  Donohue, S. E., James, B., Eslick, A. N., & Mitroff, S. R. (2012). Cognitive Pitfall! Videogame Players Are Not Immune to Dual-Task Costs. Attention, Perception, and Psychophysics, 74, 803-809.
https://doi.org/10.3758/s13414-012-0323-y
[20]  Funahashi, S. (2001). Neuronal Mechanisms of Executive Control by the Prefrontal Cortex. Neuroscience Research, 39, 147-165.
https://doi.org/10.1016/S0168-0102(00)00224-8
[21]  Gaspar, J. G., Neider, M. B., Crowell, J. A., Lutz, A., Kaczmarski, H., & Kramer, A. F. (2014). Are Gamers Better Crossers? An Examination of Action Video Game Experience and Dual Task Effects in a Simulated Street Crossing Task. Human Factors, 56, 443-452.
https://doi.org/10.1177/0018720813499930
[22]  Glass, B. D., Maddox, W. T., & Love, B. C. (2013). Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait. PLOS ONE, 8, e70350.
https://doi.org/10.1371/journal.pone.0070350
[23]  Gong, D., He, H., Ma, W., Liu, D., Huang, M., Dong, L., Gong, J., Li, J., Luo, C., & Yao, D. (2016). Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience. Neural Plasticity, 2016, Article ID: 9803165.
https://doi.org/10.1155/2016/9803165
[24]  Green, C. S., & Bavelier, D. (2003). Action Video Game Modifies Visual Selective Attention. Nature, 423, 534-537.
https://doi.org/10.1038/nature01647
[25]  Green, C. S., & Bavelier, D. (2008). Exercising Your Brain: A Review of Human Brain Plasticity and Training-Induced Learning. Psychology and Aging, 23, 692-701.
https://doi.org/10.1037/a0014345
[26]  Hummer, T. A., Kronenberger, W. G., Wang, Y., & Mathews, V. P. (2019). Decreased Prefrontal Activity during a Cognitive Inhibition Task following Violent Video Game Play: A Multi-Week Randomized Trial. Psychology of Popular Media Culture, 8, 63-75.
https://doi.org/10.1037/ppm0000141
[27]  International Olympic Committee (2018). Olympic Movement, Esports and Gaming Communities Meet At the Esports Forum. https://www.olympic.org/news/olympic-movement-esports-and-gaming-communities-meet-at-the-esports-forum
[28]  Jonasson, K., & Thiborg, J. (2010). Electronic Sport and Its Impact on Future Sport. Sport in Society, 13, 287-299.
https://doi.org/10.1080/17430430903522996
[29]  Kane, M. J., Conway, A. R. A., Miura, T. K., & Colflesh, G. J. H. (2007). Working Memory, Attention Control, and the N-Back Task: A Question of Construct Validity. Journal of Experimental Psychology: Learning Memory and Cognition, 33, 615-622.
https://doi.org/10.1037/0278-7393.33.3.615
[30]  Kim, S. H., & Thomas, M. K. (2015). A Stage Theory Model of Professional Video Game Players in South Korea: The Socio-Cultural Dimensions of the Development of Expertise. Asian Journal of Information Technology, 14, 176-186.
[31]  Li, Q., Wang, Y., Yang, Z., Dai, W., Zheng, Y., Sun, Y., & Liu, X. (2020). Dysfunctional Cognitive Control and Reward Processing in Adolescents with Internet Gaming Disorder. Psychophysiology, 57, e13469.
https://doi.org/10.1111/psyp.13469
[32]  Martinez, L., Gimenes, M., & Lambert, E. (2023). Video Games and Board Games: Effects of Playing Practice on Cognition. PLOS ONE, 18, e0283654.
https://doi.org/10.1371/journal.pone.0283654
[33]  Miyake, A., Friedman, N. P., Emerson, M. J., Witzki, A. H., Howerter, A., & Wager, T. D. (2000). The Unity and Diversity of Executive Functions and Their Contributions to Complex ‘Frontal Lobe’ Tasks: A Latent Variable Analysis. Cognitive Psychology, 41, 49-100.
https://doi.org/10.1006/cogp.1999.0734
[34]  Moisala, M., Salmela, V., Hietaj?rvi, L., Carlson, S., Vuontela, V., Lonka, K., Hakkarainen, K., Salmela-Aro, K., & Alho, K. (2017). Gaming Is Related to Enhanced Working Memory Performance and Task-Related Cortical Activity. Brain Research, 1655, 204-215.
https://doi.org/10.1016/j.brainres.2016.10.027
[35]  Monsell, S. (2003). Task Switching. Trends in Cognitive Sciences, 7, 134-140.
https://doi.org/10.1016/S1364-6613(03)00028-7
[36]  Oei, A. C., & Patterson, M. D. (2014). Are Videogame Training Gains Specific or General? Frontiers in Systems Neuroscience, 8, Article 83046.
https://doi.org/10.3389/fnsys.2014.00054
[37]  Oei, A. C., & Patterson, M. D. (2015). Enhancing Perceptual and Attentional Skills Requires Common Demands between the Action Video Games and Transfer Tasks. Frontiers in Psychology, 6, Article 125318.
https://doi.org/10.3389/fpsyg.2015.00113
[38]  Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013). Effects of Video-Game Play on Information Processing: A Meta-Analytic Investigation. Psychonomic Bulletin and Review, 20, 1055-1079.
https://doi.org/10.3758/s13423-013-0418-z
[39]  Smith, E. E., & Jonides, J. (1999). Storage and Executive Processes in the Frontal Lobes. Science, 283, 1657-1661.
https://doi.org/10.1126/science.283.5408.1657
[40]  Steenbergen, L., Sellaro, R., Stock, A. K., Beste, C., & Colzato, L. S. (2015). Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading But Not Inhibition. PLOS ONE, 10, e0144364.
https://doi.org/10.1371/journal.pone.0144364
[41]  Strobach, T., & Schubert, T. (2016). Cognitive Training: An Overview of Features and Applications. Springer, Cham.
[42]  Strobach, T., & Schubert, T. (2021). Video Game Training and Effects on Executive Functions. In T. Strobach, & J. Karbach (Eds.), Cognitive Training (pp. 229-241). Springer.
https://doi.org/10.1007/978-3-030-39292-5_16
[43]  Strobach, T., Frensch, P. A., & Schubert, T. (2012). Video Game Practice Optimizes Executive Control Skills in Dual-Task and Task Switching Situations. Acta Psychologica, 140, 13-24.
https://doi.org/10.1016/j.actpsy.2012.02.001
[44]  Swick, D., Ashley, V., & Turken, U. (2011). Are the Neural Correlates of Stopping and Not Going Identical? Quantitative Meta-Analysis of Two Response Inhibition Tasks. NeuroImage, 56, 1655-1665.
https://doi.org/10.1016/j.neuroimage.2011.02.070
[45]  Verbruggen, F., & Logan, G. D. (2015). Confocal Imaging-Guided Laser Ablation of Basal Cell Carcinomas: An ex Vivo Study. Journal of Investigative Dermatology, 135, 612-615.
https://doi.org/10.1038/jid.2014.371
[46]  Waris, O., Jaeggi, S. M., Seitz, A. R., Lehtonen, M., Soveri, A., Lukasik, K. M., S?derstr?m, U., Hoffing, R. A. C., & Laine, M. (2019). Video Gaming and Working Memory: A Large-Scale Cross-Sectional Correlative Study. Computers in Human Behavior, 97, 94-103.
https://doi.org/10.1016/j.chb.2019.03.005
[47]  Waris, O., Soveri, A., Ahti, M., Hoffing, R. C., Ventus, D., Jaeggi, S. M., Seitz, A. R., & Laine, M. (2017). A Latent Factor Analysis of Working Memory Measures Using Large-Scale Data. Frontiers in Psychology, 8, Article 270073.
https://doi.org/10.3389/fpsyg.2017.01062

Full-Text

Contact Us

service@oalib.com

QQ:3279437679

WhatsApp +8615387084133