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研究生:蔡明憲
研究生(外文):Ming-HsienTsai
論文名稱:動作與即時策略類電玩遊戲經驗與視覺注意力之關係
論文名稱(外文):Visuospatial Attention Abilities in the Action and Real-Time Strategy Video Game Players as Compared with Nonplayers
指導教授:陳振宇陳振宇引用關係
指導教授(外文):Jenn-Yeu Chen
學位類別:碩士
校院名稱:國立成功大學
系所名稱:心理學系認知科學碩士班
學門:社會及行為科學學門
學類:心理學類
論文種類:學術論文
論文出版年:2013
畢業學年度:101
語文別:中文
論文頁數:55
中文關鍵詞:遊戲經驗視覺注意力動作遊戲即時策略遊戲
外文關鍵詞:video game experiencevisual attentionaction video gamereal time strategy video game
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近期電玩遊戲與認知功能相關的研究發現,動作類電玩遊戲玩家在許多視覺注意力測驗上的表現要優於非玩家,而非玩家在經過十小時以上的訓練後,也在視覺注意力上顯示出明顯的提升。不過這些研究主要都聚焦於動作類別的遊戲類型,其他種類電玩遊戲對視覺注意力影響的研究則相對的少,譬如,與動作遊戲情境同樣牽涉到許多視覺注意力能力的即時策略類電玩遊戲,就只有少數的討論。這些少數關於即時策略遊戲的研究,多半有比較即時策略遊戲玩家、動作遊戲玩家與非遊戲玩家的差異,但卻無法得到過去在動作遊戲中的發現,這可能是由於這些研究在年齡與對遊戲玩家的定義不同所導致。本研究沿用Green & Bavelier在2003年所使用的視覺注意力測驗,包含檢驗視覺注意力部署在物體上能力的數數測驗、多重物體追蹤測驗,與檢驗將注意力分派在不同時間中的注意力眨眼測驗,並在遊戲玩家定義的部分使用相同的遊戲時數為準則,以過去半年每週玩特定遊戲類型超過五個小時的參與者為遊戲玩家,每週少於一小時的為非玩家。並額外加入Fan等人於2002年所提出的注意力網路測驗,檢驗在年齡與玩家定義相同的情況下,是否能發現即時策略遊戲與動作遊戲玩家在視覺注意力測驗的表現上相較於非玩家有所不同。結果顯示不同種類的遊戲玩家在各測驗上皆與非遊戲玩家沒有差異,無法重複得到過去Green & Bavelier的研究結果。表示每週遊戲五個小時的遊戲時數差異無法成為注意力受到電玩遊戲影響的主要因素,在年齡相近的參與者中,較高的遊戲時數對視覺注意力表現並沒有顯著的影響,或許在未來研究中還需要再進一步檢驗遊戲表現與視覺注意力之間的關係。
Recent research suggests that playing action video games improves performance on a number of tasks that measure visual and attentional abilities. Even when non-video game players having participants play action video games for about 10 hours can improve performance on these tasks. But these researches are all focus on action video games, lack of information on other types of video games like real time strategy games. In some research which study about the difference of action video game players and real-time strategy video game players can’t get the same results, video game players and non-video game players are not different from the performance of visual attentional task. It might be due to the subject’s age and define different.This study intends to repeat the past research, and control the age of the participants with the video game players defined. To follow Green & Bavelier in 2003, Include enumeration task, multiple object tracking task and attentional blink task. And defined video game players as people who played for five or more hours action or real-time strategy games per week for the past half year. And add Attentional Network Test proposed by Fan et al in 2002 to exam when in the case of the same age and same video game players defined, whether real-time strategy game and action video game players can be found in tests of visual attentional task performance is superior to non-players.The results of this study showed that different types of gamers in various tests with non-gamers are no differences, can’t repeat Green & Bavelier findings. It seems played video games five of more hours per week can’t become the main factors of changes in visual attentional performance. Among those participants with similar age, there is no significant relationship between hours of video game playing and performance on visual attention. Perhaps future research can further examination video game players definitions, like the relationship between gaming performance and visual attentional task performance.
第一章 緒論 1
第一節 研究背景 1
壹 、電玩遊戲發展 1
貳 、過去研究 2
參 、電玩遊戲與視覺注意力(visual attention) 4
肆 、即時策略遊戲(Real-Time Strategy,RTS) 14
伍 、小結 17
第二章 研究目的 19
第三章 研究方法 20
壹 、參與者 22
貳 、儀器與設備 23
第一節 注意力網路測驗 23
壹、材料 26
貳、程序 26
參、結果 27
肆、討論 29
第二節 數數測驗 30
壹、材料 31
貳、程序 31
參、結果 32
肆、討論 34
第三節 多重物體追蹤測驗 35
壹、材料 36
貳、程序 36
參、結果 37
肆、討論 38
第四節 注意力眨眼測驗 39
壹、材料 40
貳、程序 40
參、結果 41
肆、討論 41
第四章 綜合討論 44
第五章 結論 50
參考文獻 51

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