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Time for a true display of skill: Top players in League of Legends have better executive control
Li, Xiangqian1,2; Huang, Liang1,2; Li, Bingxin3; Wang, Haoran1,2; Han, Chengyang4,5
第一作者Li, Xiangqian
通讯作者邮箱libx@psych.ac.cn (b. li)
心理所单位排序3
摘要

Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results.

关键词Executive control Gaming skills Task-switching Cognitive flexibility Impulsive control
2020-03-01
语种英语
DOI10.1016/j.actpsy.2020.103007
发表期刊ACTA PSYCHOLOGICA
ISSN0001-6918
卷号204页码:14
期刊论文类型article
收录类别SCI
出版者ELSEVIER
WOS关键词VIDEO-GAME EXPERIENCE ; COGNITIVE CONTROL ; WORKING-MEMORY ; TASK CONFLICT ; SWITCH ; COSTS ; SET ; RECONFIGURATION ; INTERFERENCE ; PERFORMANCE
WOS研究方向Psychology
WOS类目Psychology, Experimental
WOS记录号WOS:000521113600001
Q分类Q4
引用统计
被引频次:19[WOS]   [WOS记录]     [WOS相关记录]
文献类型期刊论文
条目标识符http://ir.psych.ac.cn/handle/311026/31528
专题中国科学院行为科学重点实验室
通讯作者Li, Bingxin
作者单位1.Fudan Univ, Sch Social Dev & Publ Policy, Dept Psychol, Shanghai, Peoples R China
2.Fudan Univ, Lab Social Psychol & Behav Sci, Shanghai, Peoples R China
3.Chinese Acad Sci, Inst Psychol, Key Lab Behav Sci, Beijing, Peoples R China
4.Shenzhen Univ, Shenzhen Key Lab Affect & Social Cognit Sci, Shenzhen, Peoples R China
5.Shenzhen Univ, Coll Psychol, Shenzhen, Peoples R China
通讯作者单位中国科学院行为科学重点实验室
推荐引用方式
GB/T 7714
Li, Xiangqian,Huang, Liang,Li, Bingxin,et al. Time for a true display of skill: Top players in League of Legends have better executive control[J]. ACTA PSYCHOLOGICA,2020,204:14.
APA Li, Xiangqian,Huang, Liang,Li, Bingxin,Wang, Haoran,&Han, Chengyang.(2020).Time for a true display of skill: Top players in League of Legends have better executive control.ACTA PSYCHOLOGICA,204,14.
MLA Li, Xiangqian,et al."Time for a true display of skill: Top players in League of Legends have better executive control".ACTA PSYCHOLOGICA 204(2020):14.
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