心理技术与应用 ›› 2025, Vol. 13 ›› Issue (7): 436-445.

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视觉认知在游戏中成长:动作类电子游戏的潜在益处

  

  1. 西南民族大学教育学与心理学学院
  • 接受日期:2025-06-03 出版日期:2025-06-28 发布日期:2025-06-28
  • 基金资助:
    西南民族大学中央高校基本科研业务费专项资金资助(2024SQN22)

Visual Cognition Development in Gaming: Potential Benefits of Action Video Games

  1. School of Education and Psychology, Southwest Minzu University
  • Accepted:2025-06-03 Online:2025-06-28 Published:2025-06-28

摘要:

采用双加工理论,阐释动作类电子游戏在个体视觉加工中发挥的积极作用。在自下而上的视觉加工中,玩家表现出更高的视觉敏锐度、精准度和对比敏感度;在自上而下的视觉加工中,玩家则展现出更强的注意控制和注意分配能力。顶叶-额叶网络功能连接的增强支持了自下而上加工的自动化提升,而内侧颞叶抑制增强与自上而下加工的主动控制优化密切相关。横断研究表明,玩家视觉加工优势显著,而在干预研究中非玩家提升较小,或因选择偏倚、训练时长及样本限制所致。不同类型动作游戏对个体的影响也存在不同,射击游戏强化视觉加工,冒险游戏提升执行功能与问题解决能力。未来应重视被试选择的合理性、干预训练信效度和时效性以及动作游戏在儿童、年长群体中的实践与应用。

关键词:

Abstract:

The positive effects of action video games on individual visual processing can be systematically explained through the dual-process theory framework. In low-level (bottom-up) visual processing, players exhibit heightened visual acuity, precision, and contrast sensitivity; in high-level (top-down) visual processing, they demonstrate superior attentional control and allocation abilities. Neuroimaging studies indicate that enhanced functional connectivity in the parietal-frontal network supports the automation of bottom-up processing, while increased inhibitory function in the medial temporal lobe is closely associated with optimized active control in top-down processing. Cross-sectional studies reveal significant visual processing advantages among habitual players, whereas intervention studies show less pronounced improvements in non-players—a discrepancy that may be attributed to selection bias, insufficient training duration, and sample size limitations. Different game genres exert distinct cognitive effects: shooter games enhance visual processing, while adventure games improve executive functions and problem-solving abilities. Future research should prioritize the rational selection of participants, the reliability, validity, and long-term efficacy of intervention training, as well as the practical utility of action video games among diverse age groups, particularly children and older adults.

Key words:

中图分类号: 

  • B849
[1] . 注意控制理论:焦虑与认知加工的新观点[J]. 心理技术与应用, 2016, 4(4): 236-244.
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