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Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features.
Attention, Perception, & Psychophysics ( IF 1.7 ) Pub Date : 2020-09-11 , DOI: 10.3758/s13414-020-02122-y
Joe Cutting 1 , Paul Cairns 2 , Gustav Kuhn 3
Affiliation  

Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 and 4 found that post-game image recognition was very low if the images were irrelevant to the game task but significantly higher if the images were relevant to the task. We conclude that games create sustained attentional selection away from task-irrelevant features, even if they are in full view, which leads to reduced retention. This reduced retention is due to differences in attentional set rather than a response to limited processing resources. The consistency of this attentional selection is moderated by the level of immersion in the game. We also discuss possible attentional mechanisms for the changes in recognition rates and the implications for applications such as serious games.



中文翻译:

没什么要紧的:视频游戏创建了与任务无关的功能之外的持续注意力选择。

基于特征的注意力将资源分配给特定的刺激特征,并减少了对无人照管特征的处理和保留。我们使用自定进度的视频游戏进行了四个实验,以调查是否可以在无需进行连续处理的干扰任务的情况下创建持续关注的特征选择。实验1和2比较了游戏“两个点”的两个版本,每个都包含一系列图像。对于更加身临其境的游戏,游戏后图像的识别率很低,但是对于身临其境的游戏来说,图像的识别率却很高。实验3和4发现,如果图像与游戏任务无关,则游戏后图像识别率非常低,而如果图像与任务相关,则显着更高。我们得出的结论是,即使游戏处于全视角,游戏也会从与任务无关的功能中创建持续的注意力选择,从而导致保留率降低。这种减少的保留是由于注意力集中的差异,而不是对有限处理资源的响应。此注意选择的一致性由游戏中的沉浸度来调节。

更新日期:2020-09-12
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