在进行一项个人兴趣相关的研究,很幸运大学教授给了我跟着他做研究的机会。
大一新生,目前还在学习阶段。教授布置的任务是多看多写,从基础的Research和写看完的论文总结开始。和研究主题相关或不相关的可能都会读一点。现阶段的目标是尽可能的了解多的知识,在这个过程中顺便积累些研究主题相关的研究方便日后引用。
Summary会将论文的每一个段落进行总结,这样在之后能够更方便的提取出论文中对我的个人研究有用的部分。
注:在教授的批准下部分Summary内容由AI和翻译软件辅助完成
Enhancing Attentional Control: Lessons from Action Video Games
Enhancing attentional control: Lessons from action video games - cell press. (n.d.). https://www.cell.com/neuron/fulltext/S0896-6273(19)30833-5
这篇论文主要讨论了射击游戏(原文中以Action game,动作游戏指代)是如何通过游戏中的奖励预期管理和节奏控制来增强玩家的注意力。
研究中作者分析了不同电子游戏对玩家行为影响的差异, 特别是动作(射击)游戏如何通过特定的游戏机制(如节奏、分散注意力和注意力模式切换)来增强注意力控制。
此外,研究还探讨了玩家风格如何影响大脑变化,以及视频游戏如何被用于临床和教育应用,如治疗弱视和提高阅读能力。(这部分内容由于本人专业知识不足看懂的比较少,summary中这部分内容大多由AI辅助完成)
研究过程中作者通过文献回顾和分析,对比了不同类型的电子游戏和其对认知和大脑的影响。同时,也分析了现有研究的局限性和未来研究的方向。这篇研究发现动作(射击)游戏可以通过特定的游戏机制来增强注意力控制和其他认知方面。作者认为业界需要更多跨学科的努力来开发和测试能够有效促进大脑可塑性和学习的电子游戏。
This study's objective is to examine the capacity of video games, specifically action video games, to enhance behavior and cognitive processes.
论文目标:探索动作游戏在增强注意力和大脑功能方面的潜力。
Background: The phenomenon of video games has witnessed a significant transformation, transitioning from a specialized diversion to a prominent component of modern culture, thus surpassing the film and music industries in terms of revenue. They are now gaining prominence in multiple fields, including education and healthcare, and are considered an emerging art form.
背景:电子游戏已从一个小众爱好品类发展成为现代文化的重要组成部分,其收入超过了电影和音乐产业。现在,它们在教育和医疗保健等多个领域都得到了普及,并被认为是一种新的艺术形式。
Potential Benefit: Video games are capable of generating robust reward signals and eliciting sustained engagement across multiple behavioral systems. As a result, they serve as a valuable tool for investigating human learning and neuroplasticity, potentially inducing changes in neural function.
研究的可能性:由于电子游戏能够提供强烈的奖励信号并对不同的行为系统产生持续的负荷,它们可以成为研究人类学习和神经可塑性的优秀工具,从而促使神经功能发生变化。
Action video games, specifically first- or third-person shooters, have been the subject of the vast majority of research. This emphasis is based on the observed improvement in attentional abilities associated with playing these games.
关注动作游戏:大部分现有的研究都集中在动作电子游戏(第一人称或第三人称射击游戏)上,研究并探讨它们是否能够提升注意力。
Since the beginning of the 21st century, the video game industry has undergone significant diversification and cross-pollination across multiple disciplines. As a result, the blending of mechanics from numerous game genres has created a convergence that complicates the categorization of games into distinct genres.
电子游戏的演变:自21世纪初以来,电子游戏行业已经经历了显著的多元化和跨流派的交叉融合。这也让不同游戏类型之间的机制混合,使得我们已经很难将现代电子游戏分类并限定在某个特定的类型下。
Implications for research: The amalgamation of gaming genres makes it difficult to identify the specific gameplay elements that promote cognitive development. Moreover, it suggests that the effect of video games on cognitive abilities may become diffuse and diminish over time.
对研究的影响:游戏类型的混合使得难以确定哪些游戏玩法特点真正有助于促进认知。
The authors propose that a paradigmatic shift in research methodology is required to better accommodate the dynamic character of the video game industry. This transformation entails employing an iterative methodology that alternates between target game development and effectiveness evaluation.
研究的未来方向:作者建议研究方法需要进行范式转变,以更有效地适应电子游戏行业的变化格局,包括目标游戏设计和效能评估之间的迭代交替。
Reward and attention control as agents of learning and brain plasticity: a theoretical framework
理论框架:奖励和注意力控制作为学习和大脑可塑性的驱动因素
Key learning impacts include:
Reward: Motivate purposeful conduct by teaching folks the importance of their activities and encouraging them to seek goals.
Attention: Selecting useful information and suppressing irrelevant information, guiding the integration and automation of critical information and processes.
奖励:激发有目的的行为,帮助个体了解他们行为的价值并追求目标。
注意力:选择与任务相关的信息并选择性的忽视无关的信息,指导重要信息和过程的整合和自动化。
The activation of the mesocorticolimbic dopamine projection promotes neuroplasticity and reward system change.
Attention system: This system works with the reward system to improve the processing of information needed to achieve a reward while decreasing the processing of unnecessary information.
奖励系统:激活mesocorticolimbic多巴胺投射,促进神经可塑性和可修改性。
注意力系统:与奖励系统协同工作,增强实现奖励所需信息的处理并减少无关信息的处理。
Interactions between brain regions: To mediate learning, subcortical structures that promote automation and frontal structures that support executive function interact.
大脑结构间的相互作用:学习是由支持自动化的皮质下结构和支持执行功能的前额结构之间的相互作用所介导的。 (这段看不懂,AI翻的)
Participation in computer games:
Extrinsic advantages: A complicated incentive system that rewards or punishes individuals based on their decisions, similar to operant conditioning.
Internal rewards: Game design that meets basic human needs such as autonomy, ability, and social connection.
外部奖励:丰富的激励系统,根据玩家的决策奖励或惩罚他们,类似于操作性条件反射。
内部奖励:满足基本人类需求(如自主性、能力和社交联系)的游戏设计。
There hasn't been enough study done on how video games can engage reward-related brain networks.
More research is needed to understand the link between video game play, reward systems, and learning.
研究如何通过电子游戏参与奖励相关大脑系统的研究有限。
需要更多的研究来理解电子游戏玩耍、奖励系统和学习之间的关系。
Attentional control in video games:
Attention Control refers to the ability to focus on a task while ignoring distractions and scanning the surroundings for fresh information.
It necessitates cognitive flexibility (switching between attention states) and working memory (updating objectives in response to changing circumstances).
Action video games exert a constant strain on the attention system due to their fast speed and the requirement to constantly pick targets and change attention states.
注意力定义为专注于任务的能力,同时包括忽略干扰和监视环境以获取新信息的能力。
涉及认知灵活性(在注意力状态之间切换)和工作记忆(根据情境需求更新目标)。
动作游戏由于其快节奏和对不断选择目标和切换注意力状态的需求,对注意力系统产生了持续的负荷。
Attention management conception
Exogenous forms of attention controlled by external signals, such as direction and attentiveness, which are frequently associated with subcortical structures and ventral attention processing streams, are excluded from the authors' conception of attention control.
Focus on processes of top-down attention: Dorsal attention network-enabled top-down attention processes are more likely to moderate attention regulation. Changing sensory information necessitates periodic reevaluation of attention demands, a crucial function for transitioning between attention states.
排除外源性注意力形式:作者的注意力控制概念不包括由外部线索引导的外源性注意力形式,如定向和警觉,这些通常与皮质下结构和腹侧注意力处理流相关。
专注于自上而下的注意力过程:注意力控制更有可能由背侧注意网络促成的自上而下的注意力过程所介导。这涉及到在感官信息发生变化时不断重新评估注意力需求,这是在不同注意力状态之间切换时的核心功能。
(正文中这一段几乎全程在讨论心理学和大脑结构相关的内容,由于本人对这方面知识的缺失这段的Summary由AI完成)
Promoting learning through incentives and attention management: The authors contend that appropriate reward associations and enhanced attention management enhance learning. Including all aspects of an event enhances learning. It is said that action video games are an effective educational instrument.
通过奖励和注意力控制促进学习:作者提出,通过适当的奖励关联和增强的注意力控制来促进学习。解决这两个方面的经验可以增强学习。动作游戏被认为可以提供出色的学习体验。
Effects of video games on human performance
Playing action video games is associated with enhanced attention control, which leads to improved cognition.
Methodological approaches to impact studies:
Cross-sectional construction: Contrast those who identify as action video game players (AVGPs) with those who play video games infrequently (NVGPs).
Design of an investigation or intervention: Randomly assign participants to play a specific type of video game and compare cognitive assessments before and after training.
增强的注意力控制和认知:动作游戏的玩耍与增强的注意力控制有关,从而导致更好的认知。
横断面设计:比较自称为动作视频游戏玩家(AVGPs)和很少玩视频游戏的个体(NVGPs)。
实验或干预设计:随机指派个体玩某种类型的视频游戏,并通过比较训练前后的测量来评估其对认知的影响。
Processing Rate and Video Game Performance
Due to the fact that many video games require players to make rapid decisions, their reaction times are quicker than those of non-players. This occurs in numerous game categories and mission types.
Without compromising accuracy, quicker response times can be attributed to faster motor execution or faster information collection up until the moment of decision.
Implications for Everyday Life Improvements in a variety of fields, including literacy and surgery, have been linked to quicker processing speeds. Nevertheless, differences in game genre preferences between men and women may also contribute to a processing speed disparity between the sexes.
Playing video games has been associated with brain changes at multiple processing levels, affecting regions such as visuomotor coordination, learning, and the prefrontal cortex. The effects may vary depending on the type of game and the cognitive demands imposed on participants.
反应时间:许多电子游戏要求玩家做出快速决策,因此比非玩家有更快的反应速度。这在各种游戏类型中都有观察到。
更快反应时间的途径:更快的反应时间可以归因于更快的运动执行或更快的决策点前的信息积累,而不会降低准确性。
日常生活的影响:更快的处理速度和各个领域的改进相关联,包括阅读和手术等等。
神经变化:游玩电子游戏与各种处理层次的神经变化有关,影响与视觉-运动协调、学习和前额叶皮质相关的区域。具体影响可能因游戏类型及其对玩家的认知要求而异。
Video Game Focus Management and Action
Playing action video games improves various aspects of top-down attention, a finding supported by both cross-sectional and interventional research.
The ability to distribute attention across space, time, and objects has been enhanced, allowing for a rapid transition between attention modes based on task requirements.
This enhancement enhances the capacity to focus on task-relevant information and may influence the spatial and temporal resolution of attention.
动作游戏可以改善顶向下注意力的多个方面,这一现象在横向和干预研究中都有观察到。
该增强体现在能够根据任务需求快速在不同的注意模式之间切换,无论是在空间、时间还是对象上部署注意力。
这种改善导致更好地专注于任务相关的信息,并可能影响注意力的空间和时间分辨率。
Processing of Task-Irrelevant Data Action video game participants, for example, continue to process task-irrelevant information efficiently, but this transitions to selective task-relevant processing when the perceptual burden of the job increases.
This phenomenon has sparked considerable debate in the scientific literature regarding how to interpret larger flanker effects, which may indicate either an inability to selectively attend or an increase in attentional resources.
注意力更优秀的玩家(如动作游戏玩家)会继续有效地处理任务无关信息,但随着任务的知觉负荷增加,这种处理会转向选择性的任务相关处理。
这种现象在文献中造成了一些混淆,关于如何解释更大的干扰效应存在不同的观点,它可能指玩家在错误的地方投入了过多的注意力或玩家选择性注意的失效。
Distractors and Neural Measurements
SSVEPs (steady-state evoked potentials) have been used in studies to test distractor processing at the level of the brain, and the results indicate that action video game players are better at eradicating task-irrelevant information, especially under high perceptual burdens.
With an emphasis on both target enhancement and distractor suppression, action video game players must continuously monitor their environment for task-relevant information while suppressing distractions.
Training designed to reduce distractor processing is more likely to produce generalizable attentional benefits than training designed to improve task-relevant information.
研究利用稳态视觉诱发电位(SSVEPs)作为神经层面上干扰处理的另一种可能的间接测量方法,表明动作游戏玩家更擅长排除任务无关信息,尤其是在较高的知觉负荷下。
动作游戏要求玩家不断监视他们的环境以获取不同的空间和时间尺度上的任务相关信息,同时积极抑制各种噪声或干扰,明显依赖于目标增强和干扰抑制。
专注于限制干扰处理的训练更有可能导致可推广的注意力效应。
Attentional Control and the Stream of Neural Processing
Identifying the point in the brain's processing stream at which enhanced attentional control emerges has been a significant obstacle.
According to current research, the enhanced performance of action gamers on tests of selective attention is not the result of earlier attentional modulations in the visual pathway.
Instead, improved attentional performance may be attributable to enhanced late attentional selection, which allows both task-relevant and irrelevant information to pass through early processing phases while selecting task-relevant information for further processing closer to decision time.
This late selection may contribute to cognitive flexibility by retaining environmental information until a choice signal is issued.
一个关键问题是确定增强的注意力控制在神经处理流程中的哪一点表现出来。
目前的证据表明,动作游戏玩家在选择性注意中的优越表现并不是由于在视觉通道的早期注意力调节更强。相反,更优的注意力表现可能是由于更好的后期注意力选择,允许任务相关和无关的信息流经早期处理阶段,并在决策时间更接近时选择任务相关信息进行进一步处理。这种后期选择可能提供认知灵活性,因为周围的信息保持可用,直到做出决策信号的阶段。
Impact on Diverse Aspects of Attention
Not all areas of attention are affected equally by action video games.
Top-down attention appears to be more enhanced than bottom-up attention, as action players recover from attention misallocation in situations such as invalidly cued trials more rapidly than bottom-up players.
The absence of change in bottom-up attention abilities suggests that these mechanisms are less malleable than top-down processes.
Top-down attention, which consists of cognitive flexibility, working memory, and certain types of inhibitory control, appears to be highly plastic and capable of enhancing portions of executive functioning, although this is still a contentious topic in the field.
与自下而上的注意力相比,自上而下的注意力似乎更加增强,动作游戏玩家在错误分配注意力的情况下(例如在无效提示的试验中)恢复得更快。动作游戏对自下而上注意力的有限改变可能表明这些机制比自上而下的过程更少有可塑性。自上而下的注意力,涉及认知灵活性、工作记忆和某些形式的抑制控制,似乎具有很高的可塑性,尽管这仍然是该领域的一个有争议的话题。
The effect of action games on other cognitive abilities:
Action games can enhance spatial cognition, including the ability to memorize and manipulate visuospatial information.
Research has shown that action game players perform better on a variety of spatial cognition tasks, including visuospatial memory tasks and complex spanning tasks. Some research also suggests that action games can boost performance in STEM classroom areas, but how to maximize the training effects through gaming still requires further research.
动作游戏可以增强空间认知,包括记忆和操控视觉空间信息的能力。
研究表明,动作游戏玩家在多种空间认知任务上表现更好,包括视觉空间记忆任务和复杂跨度任务。一些研究还指出,动作游戏可以促进STEM课堂领域的表现,但如何通过游戏最大限度地提高训练效果仍需进一步研究。
In addition to attentional control, the effects of action games on perceptual domains have been heavily researched, particularly in visual perception.
Studies have shown that action video game training can increase thresholds on perceptual tasks such as recognizing low-contrast targets or small letters in crowded images. Although these perceptual effects are trainable, studies have shown that it takes 20 hours or more of training to begin to see training effects. Existing research and discussions are still exploring whether improvements on perceptual tasks actually reflect changes in "perception" itself or improvements in attention.
除注意力控制外,动作游戏对感知领域的影响也得到了大量研究,尤其是视觉感知方面。
研究表明,动作视频游戏训练可以提高在感知任务上的阈值,如识别低对比度目标或拥挤的图像中的小字母。尽管这些感知效应是可训练的,但研究表明,需要20小时或更长时间的训练才能开始看到训练效果。现有的研究和讨论还在探讨在感知任务上的改进是否真正反映了“感知”本身的改变,还是反映了注意力的改进。
How action games affect development
Literature on the effects of action games on children's cognitive abilities is relatively sparse, but the few studies that have been done point to similar effects on children and adults. Some studies report that children who play action games experience similar levels of enhanced attentional control as adult action game players. There is evidence that action games accelerate the maturation of attentional control skills, which may lead to more mature processing styles.
关于动作游戏对儿童认知能力的影响的文献相对稀少,但少数研究指出,儿童和成人受到的影响相似。一些研究报告称,玩动作游戏的儿童在注意力控制方面的增强程度与成年动作游戏玩家相似。有证据表明,动作游戏可以加速注意力控制技能的成熟,从而可能导致更成熟的处理方式。
Exploring the effects of different types of video games on reaction as well as attention span
In addition to action, other video game genres have been shown to enhance cognition.
Several studies have found that players of certain types of racing games, action role-playing games, and real-time strategy games show enhanced processing speed and attentional control. The research on these new game genres is largely consistent with that on action video games, but there are many unanswered questions because there have been very few intervention studies using these new game genres. Future research will undoubtedly focus on these new game types to ask more comprehensive questions.
除动作类外,其他电子游戏类型也已被证明可以增强认知。
一些研究发现,某些类型的赛车游戏、动作角色扮演游戏和实时战略游戏的玩家在处理速度和注意力控制方面表现出增强。这些新游戏类型的研究与动作视频游戏的研究基本一致,但由于使用这些新游戏类型的干预研究非常少,因此还有许多未回答的问题。未来的研究将无疑集中探讨这些新游戏类型,以提出更全面的问题。
Features of a Brain Plasticity Video Game
The Cognitive Impacts of Various Genres
Action video games enhance cognitive skills and concentration.
The effects of other genres, such as social simulation and turn-based strategy games, are not comparable.
其他类型,如社交模拟和回合制策略游戏,没有类似的影响。
Important Mechanisms for Better Attention Control
Pacing is the variable requirement to make decisions under time constraints.
Divided Attention, Distracter Suppression, and Sustained Load: The requirement to maintain a divided attentional state for an extended period of time in order to enhance various aspects of attention.
Attentional Mode Switching: The Importance of Switching Between Divided and Focused Attentional Modes in Attentional Control Elements.
节奏:在时间压力下做决定的需求,这在不同个体之间有所变化。
分散注意力、干扰抑制和持续负荷:需要维持分散的注意力状态很长一段时间,从而增强各种方面的注意力。
注意力模式之间的切换:切换分散和集中注意力状态的重要性,增强注意力控制。
Action Videogame's Distinctive Characteristics
Pacing, divided attention, and transitioning between attentional modes while playing are referred to as layering.
Following concepts of learning and brain plasticity, such as keeping the user in their zone of proximal growth and providing a rewarding environment.
在游戏玩法中层叠不同节奏、加入分散注意力内容和注意力模式切换等特点。
遵循学习和大脑可塑性的原则,包括保持玩家在其近端发展区域和提供丰富、有奖励的环境。
Alterations in Playing Style and Brain
Different categories of activity can modulate the types of brain changes that are observed.
The increasing autonomy of modern games permits a diversity of experiences, which can alter the impact on the brain.
现代游戏提供的自由度越来越大,允许多样化的体验,这可以影响大脑的变化。
Applications and Difficulties
Amblyopia is being treated with video games, with variable results and the need for additional research.
Action video games have the potential to enhance literacy in children with attention deficits, but research is in its infancy.
弱视:使用电子游戏进行治疗,结果不一,需要进一步研究。
阅读时的注意力:动作游戏有可能帮助有注意力弱点的儿童提高读写能力,尽管研究还处于初期阶段。
To properly comprehend the effect of video games on the brain and behavior, a paradigm shift is required.
Developing a taxonomy based on a video game's cognitive components.
Using machine learning to classify participant categories and understand the cognitive requirements of games.
需要一种范式转变,以更好地理解视频游戏对大脑和行为的影响。
利用机器学习来分类不同的玩家类型,并了解游戏玩法的认知需求。
Study, production, and testing of video game titles utilizing interdisciplinary cooperation.
Developing a taxonomy that classifies game titles according to the cognitive, affective, and social processes that occur while playing.
Applications in Medical and Academic Settings
Using video games for socially beneficial purposes, such as education and therapy.
Developing video games that facilitate learning and brain plasticity, particularly in therapeutic settings.
Brain plasticity-based collaborations between scientists and the gaming industry to develop games with lasting effects.
Creating games that are entertaining for extended periods of time while also being expensive and demanding in terms of knowledge and resources.
研究和开发
各领域的协作努力来分析、开发和测试电子游戏。根据游戏时参与的基本认知、情感或社交过程来记录每个游戏的分类。
临床和教育应用
利用电子游戏实现社会影响,包括教育和康复。开发可以促进学习和大脑可塑性的电子游戏,特别是在临床环境中。
游戏设计
科学家和游戏行业的合作,设计能够通过大脑可塑性产生长期影响的游戏。设计能够长时间吸引人们的游戏,这在专业知识和成本方面都是具有挑战性的。
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