中国科学院机构知识库网格
Chinese Academy of Sciences Institutional Repositories Grid
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
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
DOI10.1016/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.

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来源:心理研究所

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