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研究生:許庭瑋
研究生(外文):SYU,TING-WEI
論文名稱:電玩遊戲訓練對基本認知能力之影響
指導教授:李玉琇李玉琇引用關係
指導教授(外文):LI,YU-SIOU
口試委員:廖敏如陳湘淳
口試委員(外文):LIAO,MIN-RUCHEN,SIANG-CHUN
口試日期:2019-05-14
學位類別:碩士
校院名稱:國立中正大學
系所名稱:心理學系研究所
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:2019
畢業學年度:107
語文別:中文
論文頁數:46
中文關鍵詞:電玩遊戲認知可塑性基本認知能力
外文關鍵詞:video gamecognitive plasticitybasic cognitive ability
相關次數:
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電腦遊戲玩家在注意力方面的認知表現普遍較好,近年來許多研究指出電腦遊戲玩家在視覺注意力以及認知資源方面皆比非玩家好。然而過去研究結果除了結果缺乏一致性,在實驗設計上亦有許多值得改善之處。
本研究旨在透過實驗設計,減少混淆,以驗證電玩遊戲經驗長短與基本認知能力之間的關係。此外依遊戲種類進行分組,探討第一人稱與第三人稱的遊戲視角是否會有顯著差異。本研究經過問卷找到15位過去一個月沒有電玩遊戲經驗的男性實驗參與者,進行為期7天的電玩訓練,並對參與者訓練前及訓練後的認知作業表現進行統計分析。研究結果顯示,電玩遊戲人稱視角的差異對於基本認知能力沒有顯著的主要效果;參與者經過電玩訓練後在抑制作業,多重作業的反應速度上顯著變快,然而在心像旋轉與警覺性作業上卻沒有顯著差異;電玩訓練時間對於各項心理測量的正確率皆沒有顯著的主要效果。本研究為探討電玩遊戲訓練效果的持續時間,另外在心裡測量階段結束後間隔7天,請實驗參與者再次至實驗室進行測量。結果顯示,上述顯著效果在測驗結束後7天依然存在。
本研究證實了電玩遊戲訓練會使玩家在應對刺激訊號時的反應時間變快,特別是在處理複數訊號的情況,並且此一現象並不受限於電玩遊戲的人稱視角;此外電玩遊戲經驗並不會使玩家有更高的機率去從事風險行為,也不會使玩家在基本認知能力表現上與非玩家有顯著差異。

Video game player tends to have better cognitive performance on attention, studies indicate that video game player have better visual attention and cognitive resources than non-video game player, however these study results are in lack of consistency and improving of experimental design.
The present study aims to decrease confounding variables and verify the relationship between video game experience and basic cognitive abilities. Through experimental design, the present study also explore whether there will be a significant difference on cognitive abilities due to the difference between first-person and third-person perspective game design. 15 male participants without video game experience one month ago are collected through internet questionnaire and asked to receive a 7 days video game training period. Comparing cognitive performance before and after training period, statistical result reveals that difference between game perspectives has no significant main effect on basic cognitive abilities; 7days video game experience brings improvement, making participants react faster on inhibition and multitasking, but has no significant effects on accuracy rate on all task in the present study. Considering the lasting of video game training effect, the present study requests participants back to laboratory to complete cognitive task once again. Result shows that, video game training was still in effect even after 7 days detention.
The present study proves that video game training makes player reacts faster to signal, especially in condition of facing multiple signals. Moreover, video game experience won’t makes player have higher probability to take risk, or causes significant cognitive ability differences between player and non-player. In addition, difference of game perspective has no effect on basic cognitive ability as well.

摘要.............................................................................................................................I
Abstract........................................................................................................................II
目錄............................................................................................................................III
表目錄...........................................................................................................................V
圖目錄...........................................................................................................................VI
緒論..............................................................................................................................1
認知可塑性與電玩訓練...............................................................................................................1
電玩遊戲與抑制功能...............................................................................................................3
電玩遊戲與心像旋轉...............................................................................................................5
電玩遊戲與多重作業...............................................................................................................6
電玩遊戲與冒險行為...............................................................................................................7
電玩遊戲與作業轉換...............................................................................................................8
電玩遊戲與警覺性................................................................................................................11
電玩訓練研究之缺陷..............................................................................................................11
研究目的.........................................................................................................................12
研究方法.........................................................................................................................15
實驗參與者.....................................................................................................................15
事前問卷.......................................................................................................................15
研究設備.......................................................................................................................16
電玩遊戲訓練...................................................................................................................17
抑制作業.......................................................................................................................19
心像旋轉作業...................................................................................................................20
多重作業.......................................................................................................................21
冒險行為.......................................................................................................................22
作業轉換.......................................................................................................................22
警覺性作業.....................................................................................................................23
研究結果.........................................................................................................................25
電玩遊戲訓練...................................................................................................................25
心理測量.......................................................................................................................25
討論.............................................................................................................................32
參考文獻.........................................................................................................................35
附錄.............................................................................................................................40
附錄1:事前問卷.................................................................................................................40
附錄2:電玩訓練紀錄表格..........................................................................................................41
附錄3:抑制作業、心像旋轉作業以及多重作業指導語....................................................................................42
附錄4:作業轉換以及警覺性作業指導語...............................................................................................43
附錄5:組別、訓練時間在正確率,風險率,正確率成本上之ANOVA..........................................................................44
附錄6:組別、訓練時間在反應時間,累積刀數,反應時間成本上之ANOVA....................................................................45
附錄7:組別、訓練時間在警覺性反應時間上之ANOVA.....................................................................................46

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