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An Experimental Study On The Choice Of Visual Spatial Information For E-sports Players

Posted on:2020-07-27Degree:MasterType:Thesis
Country:ChinaCandidate:T ZhangFull Text:PDF
GTID:2435330578478236Subject:Applied psychology
Abstract/Summary:PDF Full Text Request
E-sports refers to the antagonistic movement between people based on technology software and hardware.During the e-sports competitions,athletes are required to maintain a high degree of concentration and to select information quickly,meanwhile to diver their attention position flexibly,which puts higher requirements for the e-sports athletes’ selective attention and inhibition of return.Selective attention means the individual pay attention to choosing one among two or more stimulus which presenting at the same time,while ignoring others.Inhibition of return refers to a phenomenon in which the response speed the target stimulate is slowing down or the accuracy is decreasing when the original object or position was previously noticed to.Research one:In order to explore the mechanism and influencing factors of e-sports athletes’ selective attention,and compare them with traditional athletes and college students.The mixed experiment-3(group:e-sports athletes,traditional athletes and college students)×2(distraction stimulate:three and seven)×2(clue prompt:valid prompt and invalid prompt)was adopted.Group was the between participate variable,distraction stimulate and clue prompt were the within participate variable.The dependent variables were the response time and accuracy.Research two:In order to explore the mechanism and influencing factors of e-sports athletes’ inhibition of return,and compare them with traditional athletes and college students.The mixed experiment-3(group:e-sports athletes,traditional athletes and college students)×2(time interval:200ms,350ms,500ms,650ms,800ms)×2(clue prompt:valid prompt and invalid prompt)was adopted.Group was the between participate variable,time interval and clue prompt were the within participate variable.The dependent variable were the response time and accuracy.The results showed:(1)The main effect of group,distraction stimulate,time interval,and clue prompt was obvious.The response speed of e-sports athletes was significantly faster than traditional athletes and college students.The response speed of 3 distraction stimulate was significantly faster than that of 7 distraction stimulate.The response speeds of 200ms and 800ms were significantly slower than that of 350ms,500ms and 600ms.When the clue prompt was valid,the response speed was significantly faster than invalid prompt.(2)The interaction affect between distraction stimulate and clue prompt was obvious.While the number of distraction stimulate was 7,the difference in response speed between the valid and invalid clue prompt was greater.As the clue prompt was invalid,the difference in response speed between 3 and 7 distraction stimulate was greater.(3)The interaction affect between group and the clue prompt was obvious.College students had greater difference in the response speed between the valid and invalid clue prompt.As the clue prompt was invalid,the difference in response speed between e-sports athletes,traditional athletes and college students was greater.(4)The interaction affect between time interval and the clue prompt was obvious.While the clue prompt was valid,the response speed at 800ms was significantly slower than which at other four time intervals.When the clue prompt was invalid,the response speed at 200ms was significantly slower than which at the other four time intervals.Conclusions:(1)Distraction stimulate and clue prompt may affect the selective attention of e-sports athletes.While the distraction stimulate is less and the clue prompt valid,the selective attention of e-sports athletes may perform better.(2)Compared with the traditional athletes and college students,e-sports athletes may have obvious advantages in selective attention,which means the e-sports have higher requirements for the quality of selective attention.(3)The time interval and clue prompt may affect the e-sports athletes’ inhibition of return.The e-sports athlete’s response speed may be slower while the time interval is shorter and longer.Meanwhile,the e-sports athlete’s response speed may be faster when the clue prompt is valid.(4)Compared with traditional athletes and college students,e-sports athletes may have earlier inhibition of return.The e-sports athletes show inhibition of return at intervals of 650ms.The traditional athletes show inhibition of return at interval of 800ms,and college students may have never experienced inhibition of return.
Keywords/Search Tags:e-sports, selective attention, inhibition of return
PDF Full Text Request
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