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 (10): 1843-1855.doi: 10.3724/SP.J.1042.2023.01843

• 元分析 • 上一篇    下一篇

动作电子游戏对不同注意子网络的影响——来自元分析的证据

从欣蕊1, 武泽宇1, 曼祖拉·艾山江1, 姜云鹏1,2,3, 刘妍1, 吴瑕1,2,3()   

  1. 1天津师范大学心理学部, 天津 300387
    2教育部人文社会科学重点研究基地天津师范大学心理与行为研究院, 天津 300387
    3学生心理发展与学习天津市高校社会科学实验室, 天津 300387
  • 收稿日期:2022-11-18 出版日期:2023-10-15 发布日期:2023-07-25
  • 通讯作者: 吴瑕, E-mail: wuxia@tjnu.edu.cn
  • 基金资助:
    天津市教育科学规划课题(CBE210101)

Effects of action video games on different attentional subnetworks: Evidence from a meta-analysis

CONG Xinrui1, WU Zeyu1, MANZULA·Aishanjiang 1, JIANG Yunpeng1,2,3, LIU Yan1, WU Xia1,2,3()   

  1. 1Faculty of Psychology, Tianjin Normal University, Tianjin 300387, China
    2Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin 300387, China
    3Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin 300387, China
  • Received:2022-11-18 Online:2023-10-15 Published:2023-07-25

摘要:

动作电子游戏是指要求参与者在广阔的视野中处理多个复杂且快速变化的信息, 并对这些刺激做出快速而准确反应的游戏。以往研究对动作电子游戏是否能够促进注意能力的发展存在争议。采用元分析的方法, 研究分析了动作电子游戏对注意及其子网络的影响, 并考察行为指标作为调节变量时, 在动作电子游戏与注意之间关系产生的影响。共计纳入符合要求的文献28篇, 其中包含71个效应量, 涉及被试3359人。研究结果显示, 动作电子游戏对注意警觉的影响最为显著, 呈现为中等偏高程度的影响, 而注意定向呈现中等偏低程度的影响, 对注意的执行控制呈现低程度的影响。动作电子游戏对注意的影响还受到行为指标的调节, 反应时均大于正确率的效应值, 说明考察注意水平时反应时更加敏感。这些结果表明, 动作电子游戏与注意中的警觉功能关系最为密切, 且会受到行为指标选取的影响。研究进一步明确了动作电子游戏与注意的关系, 为不同研究之间的结果比较提供依据。

关键词: 动作电子游戏, 注意, 元分析, 调节效应, 警觉

Abstract:

Action video games (AVG) require participants to rapidly process and accurately respond to multiple complex pieces of information within a wide field of vision. Attention, which is the direction and concentration of consciousness to a certain object or location, plays an important role in cognitive processing and everyday life. However, whether AVG can boost attention development has been a controversy issue in previous studies. Some studies indicated that the AVG could enhance players' attention ability, while others reported that the attention of players was not impacted by AVG. The reason for this controversy may be that the previous researchers had not taken into account the varying characteristics of the subnetworks of attention. In order to further clarify the mechanisms of AVG's effects on players' attention, this study will examine the effects of AVG on different attentional sub-networks (alertness, orientation and executive control) and, at the same time, use behavioral indicators as moderating variables to provide more clarity on the relationship between AVG and different attentional sub-networks.

The aim of this meta-analysis was to investigate the relationship between AVGs and attentional subnetworks. English and Chinese literature was searched from January 2009 to December 2021. Studies were included in the analysis if they clearly distinguished between action video game groups and non-action video game groups to examine the relationship between action video games and player attention, if the study clearly reported the sample size of subjects and the study methodology, and if the study provided detailed statistical information related to the amount of effect that could be calculated (e.g., sample size, mean, F-value or t-value, p-value, etc.) and did not contain obvious errors .The studies were obtained by searching the keywords action video game, shooter game, attention, visual search, orienting, etc., from the full-text databases of China National Knowledge Infrastructure, Wanfang, Web of Science, PubMed and PsycInfo. Leading to the inclusion of 28 studies and 71 independent effect sizes. Data coding and analysis was performed using Comprehensive Meta Analysis 3.0 to examine main and moderating effects. Random effect models were employed to assess heterogeneity in alertness, orientation and executive control. Funnel plot and Rosenthal's Nfs test of publication bias revealed no significant publication bias.

The main effect test found that AVGs had various influences on attentional, alertness, orientation and executive control, with the alertness network (d = 0.75, 95%Cl = [0.41, 1.10]) exhibiting the strongest effects. However, presenting moderately low effects on orienting (d = 0.58, 95% Cl = [0.42, 0.74]) and low effects on executive control (d = 0.39, 95% Cl = [0.25, 0.53]), the results suggest that AVG has an effect on all attentional subnetworks, but compared to the effects on orienting and executive function networks, the effect on the vigilance network the effects were somewhat stronger for the attentional network. Whereas all three attentional subnetworks were significantly moderated by behavioural indicators, the results showed that the value of the effect of accuracy was greater than the value of the effect of reaction time, indicating that the effect of AVG on attention was more sensitive to response time compared to accuracy. To sum up, these results indicate that AVGs are most closely associated with attentional alertness, and are influenced by response times.

In sum, this meta-analysis not only elucidates the disputes and contradictions in earlier studies, but also elucidates the association between AVGs and attention, thus furnishing new evidence for the evolution of brain plasticity and the educational implications of AVGs. This study can contribute to a better understanding of the relationship between AVGs and attention, providing a basis for comparing results across different studies.

Key words: action video games (AVG), attention, meta-analysis, moderating effect, alertness

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