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Enumeration versus multiple object tracking: the case of action video game players

机译:枚举与多对象跟踪:动作视频游戏玩家的案例

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摘要

Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.
机译:在这里,我们演示了动作视频游戏可以在两个任务中增强主体的能力,这些任务被认为可以指示可以逮捕的物品数量。使用枚举任务(参与者必须确定快速闪烁的正方形的数量),准确性度量显示出低数字的接近天花板性能,并且在达到关键数目的正方形后性能急剧下降。重要的是,与非视频游戏玩家(NVGP)相比,视频游戏玩家(VGP)的这一关键数字高出大约两项。后续的对照研究表明,这种改进不是由于增强了立即了解显示器的数字能力的能力,这一过程称为“细分化”,而是由于增强了较慢的连续计数过程。为了确认视频游戏可以一次完成多个对象的处理,我们在多对象跟踪任务(MOT)上比较了VGP和NVGP,这需要随着时间的推移将注意力分配给多个项目。与NVGP相比,VGP能够成功跟踪大约两个项目。此外,在动作视频游戏中受过训练的NVGP通过在两项任务上的增强表现,确立了玩游戏的因果关系。总之,这些研究证实了一种观点,即玩动作视频游戏会增加可以被逮捕的物体的数量,并表明这种增强是通过视觉短期记忆技能的变化来介导的。

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