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The Influence Of Game Clues On Online Game Players' Attention To Execution Control

Posted on:2020-10-15Degree:MasterType:Thesis
Country:ChinaCandidate:X K ChenFull Text:PDF
GTID:2405330596474103Subject:Development and educational psychology
Abstract/Summary:PDF Full Text Request
A number of studies have shown that online games can improve the cognitive processing level of the gamer,that is,the game player,such as selective attention,visual space processing and so on.Attention is divided into three functional networks: alertness,directional control,and executive control.The executive control function plays an important role in suppressing irrelevant information for individuals and applying attention to resources to better targets.The impact of the game on the player's attention to the execution control function has not been clearly answered.This study starts with the attention-based execution control function,and combines the "League of Legends" game as an experimental material to examine whether the game-related information competes for processing resources from a behavioral perspective.Interfere with the task performance of online game players.In the first experiment,the Stroop paradigm was used to examine the execution control functions of the player group and non-player participants in the conflict of semantic game clues and neutral clues.The results showed that in the experimental one-color word Stroop task,there was no significant difference in the correct rate between the two groups.There was no significant difference in the response time between the two groups under the neutral word clue.The reaction time of the player group was significantly longer than that under the game word clue.Player group.In the second experiment,the Flanker side suppression paradigm was used to examine the execution control functions of the participants in the player group and the non-player group during the visual processing.As a result,on the whole,there was no significant difference in the correct response rate between the two groups;the correct response of the player group was significantly shorter than that of the non-player group;whether it was the player group or the non-player group,the central target stimulation and the bilateral interference stimulation The consistent response was significantly longer than the central target stimulus and the inconsistent response to both sides of the stimulus;both groups were significantly longer than the non-game interference stimulus response when the game icon was used as the central interference stimulus.From this experiment,the following conclusions are drawn: In the Stroop task,the game player's execution control ability is interfered by the game clues.In the Flanker mission,for non-gaming materials,the attention of online game players shows greater execution control,and the visual processing speed is faster than non-players;in the face of game clues,the game clues capture the attention of online game players.The conflict between game elements and tasks weakens the execution control capabilities of online game players.
Keywords/Search Tags:online games, online game addiction, selective attention, executive control
PDF Full Text Request
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