Since the late 1970 s,Electronic games dominated in adolescent leisure entertainment activities in the proportion of increasing,network games usage in youth groups were higher than the overall level of Internet users.The adolescent have higher utilization and play times of network games.This reflected the strong dependence on online games.Adolescent of different ages,would have different preferences for electronic games,This research according to the content and properties of games,electronic games can be divided into:The RPG game,large client or web games, including action game(ACT),adventure game(AVG),role-playing game(RPG)and strategy games(SLG).And the NON RPG game,Contains the simulated game(SIM),desktop game(TAB) and puzzle games(PUZ).This study adopted respectively by Stroop task,Flanker task and inhibition of return(IOR) task,from attention orienting,Keep and transfer,and attention inhibition this three functions to investigation different types of electronic game players’ selective attention.The experiment one take the uniform,NON-uniform and neutral pictures for experiment material to investigation the Stroop effect.The experiment two take different visual features(line letter and curved line letter) for material to investigation the Flanker effect.The experiment three investigation that under the cuing condition, the cued locations and numbers’ IOR following.The research shows that,In the Stroop task, Main effects of word-pictures material and game player were significant.The response time for RPG game player to different conditions stimulus pictures significantly below the NON-RPG players.In the IOR task,Main effects of game players were significant, with the change of the number of clues, both RPG game player and NON-RPG game player show the IOR,but the response time for RPG game player in different conditions of clues number were significant below to NON-RPG players.The conclusions from the experiments shows that RPG player has a large capacity of selective attention,and has a faster response in exclude the secondary stimulation.The response time of NON-RPG player in incompatible Stimulant is slower, they would take longer time to Determine target stimulus.The NON-RPG player were greatly influenced by clues and affected easily when distractible stimulation appear. |