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Issues and advances in research methods on video games and cognitive abilities

机译:电子游戏和认知能力研究方法的问题和进展

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摘要

The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.
机译:在过去的十年中,视频游戏对认知能力的影响一直是众多研究的重点。一些横截面比较显示了视频游戏玩家(VGP)相对于非游戏者(NVGPs)的认知优势以及视频游戏培训的优势,而其他一些则无法复制这些发现。尽管目前正在就方法实践及其对可观察效果的影响进行讨论,但一些基本问题,例如招募的VGP组的代表性和缺乏体裁差异,尚未得到广泛解决。在本文中,我们介绍了从大样本中收集的客观和说明性游戏时间数据,以说明游戏时间如何在VGP人群中分布。然后在该领域的先前研究的背景下讨论该数据的含义。我们还主张在招募研究样本时根据视频游戏的类型来区分视频游戏,因为这种分类形式反映了视频游戏所利用的核心机制,因此可提供一种对最可能使用哪种认知功能的洞察力的度量。此外,我们还提供了秘密视频游戏体验调查表,作为在招聘过程中如何应用这种分类的示例。

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