ISSN 1671-3710
CN 11-4766/R
主办:中国科学院心理研究所
出版:科学出版社

心理科学进展 ›› 2023, Vol. 31 ›› Issue (1): 127-144.doi: 10.3724/SP.J.1042.2023.00127

• 研究前沿 • 上一篇    下一篇

动作视频游戏专业玩家的认知神经特征

苗浩飞, 迟立忠()   

  1. 北京体育大学心理学院, 北京 100084
  • 收稿日期:2021-12-02 出版日期:2023-01-15 发布日期:2022-10-13
  • 通讯作者: 迟立忠 E-mail:Chilizh3804@163.com
  • 基金资助:
    科技部国家重点研发计划“科技冬奥”课题(2019YFF 0301605);中央高校基本科研业务费专项基金资助项目(2016ZD004);中央高校基本科研业务费专项基金资助项目(2017sys007);中央高校基本科研业务费专项基金资助项目(2018ZD009)

Cognitive neural characteristics of professional action video game players

MIAO Haofei, CHI Lizhong()   

  1. School of Psychology, Beijing Sport University, Beijing 100084, China
  • Received:2021-12-02 Online:2023-01-15 Published:2022-10-13
  • Contact: CHI Lizhong E-mail:Chilizh3804@163.com

摘要:

动作视频游戏是电子竞技中受众最广、心智挑战最高的游戏项目之一。目前对动作视频游戏专业玩家的能力特征了解尚不清晰。以职业选手和排名较高的玩家为对象, 横断研究发现动作视频游戏专业玩家具有更快的注意选择、更稳定的持续注意、更好的注意瞬脱表现、更高的多目标追踪能力和工作记忆容量。专业玩家更好的注意表现主要与更高的P3波幅有关, 工作记忆表现与背外侧前额叶和右后顶叶等可塑性变化有关。此外, 专业玩家还存在中央执行网络与多个脑网络间的功能连接增强。目前游戏训练对认知的促进程度尚不足以弥补专业玩家和新手的认知差距。基础的认知能力对玩家游戏表现的预测有限。未来可扩展更高级的游戏决策, 游戏组块或游戏模式的认知研究。

关键词: 电子竞技, 动作视频游戏, 专业玩家, 认知特点, 神经特征

Abstract:

Action video games (AVG) are probably one of the most popular and mentally challenging games in e-sports. The skill profile of AVG's professional players is unclear. The professional players and players ranked in the top 7% of their games were both of the professionals in this review. The cross-sectional studies incorporating professionals compared to non-professional players and the intervention studies with AVG were searched to analyze the cognitive and neural characteristics of professionals. According to the selected studies, professional action video game players had faster selective attention, better sustained attention and multiple-object tracking performance. Professional players also had better working memory capacity. In particular, the spatial working memory capacity advantage was prominent. In addition, the professionals were less susceptible to the attentional blink effect. However, the current findings for professional players in attentional inhibition and mental flexibility were inconclusive. A little evidence showed potential advantages for action video game players in terms of mathematical and reasoning abilities.

The better attentional performance of the professionals may be related to the higher P3 amplitude of event-related potential (ERP). The working memory capacity of the professionals was associated with plastic changes in the dorsolateral prefrontal cortex and right posterior parietal cortex. These plastic changes may be the neurological features that are linked to their excellent visuospatial abilities. The ERP results also revealed that the differences in the contralateral delay activity (CDA) component between professionals and amateurs, suggesting that the professionals had better working memory capacity. In addition, professionals also had enhanced resting-state intra-network functional connectivity of the Central Executive Network. And the enhanced inter-network functional connectivity between the Central Executive Network and Salience Network in professionals reflected the advantages of professionals in information integration.

According to the intervention studies with AVG, the attention and working memory capabilities, as well as mathematical skills can be improved by AVG training. The mechanism of improvement may be that the AVG play did not teach any one particular skill but instead increases the ability to extract patterns or regularities in the environment. This enhanced learning capability was termed learning to learn. However, the overall duration of game training in intervention studies tended to be less than 30 days. Accordingly, the degree of cognitive promotion from AVG training is not enough to bridge the cognitive gap between professional players and novices.

In terms of the prediction of game performance by cognitive ability, the relatively basic cognitive abilities such as attention and working memory have low predictive power for the player’s game performance. Any kind of cognitive ability could only explain less than 10% of the variance of player’s rankings. In traditional sports, sports-specific tasks refer to tests that include information about sports scenarios. And there was a greater discriminating effect for sport-specific task compared to general ones. The cognitive tests in AVG did not incorporate information from game scenarios which still stayed on general cognitive tests. What’s more, decision-making ability test is a good way to distinguish the level of players. The weak predictive power in AVG may be limited by the lack of research on decision making or the anticipation task. Therefore, these relatively basic cognitive abilities did not distinguish or predict the player’s game performance very well. Whether they were specific cognitive tests or decision making tests, they contained information about real-life sports scenarios. This real-world information in the sports scene is essentially Chunking or patterns. And it was these patterns that experts hold. Chunking theory may explain the phenomenon of the low predictive power of game performance by cognitive abilities. That is, the player's long-term memory of the game lineup, the spatial position of the characters in the game confrontation, etc. The abundant chunking of game confrontation reserved in the long-term memory is the more important cognitive feature of professionals. The basic cognitive ability may not be as important to the player's game performance as the player's chunking reserved in long-term memory. In the future, we can extend the cognitive studies of the decision-making, chunking or patterns recognizing based on the spatial location of characters.

Key words: e-sports, action video games, professional players, cognitive characteristics, neural characteristics

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