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Alternative TitleThe Effects of Cue Validity on Action Video Game Players' Inhibition of Return
卢秀玲1; 张侃2
First Author卢秀玲
Source Publication心理科学
Contribution Rank2


Other Abstract

Action video games place extraordinary demands on the visual and visuo-motor systems.Action video game players (VGPs) have been shown to outperform their non-game playing (NVGPs) peers on a number of sensory/cognitive measures.It is worth considering the IOR (Inhibition of return) characteristics of VGPs.  IOR refers to the slowing of a response to a target appearing at a previously attended location, which is a inhibitory phenomenon of spatial selective attention. It helps the attention of the previous location transfer to the new space of location, increasing attention's search efficiency in the visual space, reflecting evolutionary adaptation of the human about the complex environment.  The quantity of IOR differs in different cue validity condition. Previous studies found that there were significant IOR under both the 20% valid condition and the 50% valid condition. There was no IOR under the 80% valid condition. And studies showed that the subjects who can have IOR effect under the high valid conditions were refereed to be more efficient in attention switching.  This study investigated the effects of cue validity on action video game players' inhibition of return. There were three cue valid condition:75%, 50% and 25%. There were five SOA (stimulus onset asynchrony) levels: 100ms, 400ms, 700ms, 1000ms and 1300 ms. The results showed:  I.VGPs' reaction time is shorter than the NVGPs' under all conditions  2.VGPs don't show any IOR in the high probability cue condition(75%), but NVGPs show IOR when the SOA is 700ms.  Yln the 50% and 25%cue validity condition, all subjects show IOR, but IOR of VGPs, is smaller than NVGPs,.  In the present study, we find that VGPs show higher efficiency in response execution, but recede in response inhibition (i.e. inhibitory control), as compared to NVGPs. Further research will assess whether videogames can deteriorate cognitive control.

Keyword返回抑制 动作游戏 动作游戏玩家 线索有效性
Subject Area网络心理学
Indexed ByCSCD
Citation statistics
Cited Times:2[CSCD]   [CSCD Record]
Document Type期刊论文
Corresponding Author张侃
Recommended Citation
GB/T 7714
卢秀玲,张侃. 线索有效性对动作游戏玩家返回抑制的影响[J]. 心理科学,2017,40(2):258-262.
APA 卢秀玲,&张侃.(2017).线索有效性对动作游戏玩家返回抑制的影响.心理科学,40(2),258-262.
MLA 卢秀玲,et al."线索有效性对动作游戏玩家返回抑制的影响".心理科学 40.2(2017):258-262.
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