Time for a true display of skill: Top players in League of Legends have better executive control
文献类型:期刊论文
作者 | Li, Xiangqian4,5; Huang, Liang4,5; Li, Bingxin1; Wang, Haoran4,5; Han, Chengyang2,3 |
刊名 | ACTA PSYCHOLOGICA
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出版日期 | 2020-03-01 |
卷号 | 204页码:14 |
关键词 | Executive control Gaming skills Task-switching Cognitive flexibility Impulsive control |
ISSN号 | 0001-6918 |
DOI | 10.1016/j.actpsy.2020.103007 |
通讯作者 | Li, Bingxin(libx@psych.ac.cn) |
英文摘要 | Research into the effects of action video gaming on cognition has largely relied on self-reported action video game experience and extended video game training. Only a few studies have focused on participants' actual gaming skills. However, whether superior players and average players have different executive control is still not fully demonstrated. This study had top-ranking League of Legends players (global top 0.17%; N = 35) and average-ranking League of Legends players (N = 35) perform two cognitive tasks that aimed to measure three aspects of executive functioning: cognitive flexibility, interference control, and impulsive control. We controlled self-reported gaming experience, so that top-ranking players and average-ranking players had similar years of play and hours of play per week. We found that compared to a group of average players, top players showed smaller task-switching costs and smaller response-congruency effects in a Stroop-switching test. In a continuous performance test, top players indicated higher hit rates and lower false alarm rates as compared to average players. These findings suggest that top players have better cognitive flexibility and more accurate control of interference in the context of task-switching. Moreover, top players exhibit better impulsive control. The present study provides evidence that players' gaming skills rather than gaming experience are related to cognitive abilities, which may explain why previous studies on self-reported gaming experience and those assessing supervised training and cognitive performance have shown inconsistent results. |
WOS关键词 | VIDEO-GAME EXPERIENCE ; COGNITIVE CONTROL ; WORKING-MEMORY ; TASK CONFLICT ; SWITCH ; COSTS ; SET ; RECONFIGURATION ; INTERFERENCE ; PERFORMANCE |
WOS研究方向 | Psychology |
语种 | 英语 |
WOS记录号 | WOS:000521113600001 |
出版者 | ELSEVIER |
源URL | [http://ir.psych.ac.cn/handle/311026/31528] ![]() |
专题 | 心理研究所_中国科学院行为科学重点实验室 |
通讯作者 | Li, Bingxin |
作者单位 | 1.Chinese Acad Sci, Inst Psychol, Key Lab Behav Sci, Beijing, Peoples R China 2.Shenzhen Univ, Coll Psychol, Shenzhen, Peoples R China 3.Shenzhen Univ, Shenzhen Key Lab Affect & Social Cognit Sci, Shenzhen, Peoples R China 4.Fudan Univ, Lab Social Psychol & Behav Sci, Shanghai, Peoples R China 5.Fudan Univ, Sch Social Dev & Publ Policy, Dept Psychol, Shanghai, Peoples R China |
推荐引用方式 GB/T 7714 | Li, Xiangqian,Huang, Liang,Li, Bingxin,et al. Time for a true display of skill: Top players in League of Legends have better executive control[J]. ACTA PSYCHOLOGICA,2020,204:14. |
APA | Li, Xiangqian,Huang, Liang,Li, Bingxin,Wang, Haoran,&Han, Chengyang.(2020).Time for a true display of skill: Top players in League of Legends have better executive control.ACTA PSYCHOLOGICA,204,14. |
MLA | Li, Xiangqian,et al."Time for a true display of skill: Top players in League of Legends have better executive control".ACTA PSYCHOLOGICA 204(2020):14. |
入库方式: OAI收割
来源:心理研究所
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