[1]
|
中国互联网络信息中心. 第47次《中国互联网络发展状况统计报告》[Z]. 2021.
http://www.cac.gov.cn/gzzt/ztzl/zt/cnic/A0920010802index_1.htm
|
[2]
|
Green, C.S. and Bavelier, D. (2003) Action Video Game Modifies Visual Selective Attention. Nature, 423, 534-537.
https://doi.org/10.1038/nature01647
|
[3]
|
West, R., Swing, E.L., Anderson, C.A. and Prot, S. (2020) The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control. International Journal of Environmental Research and Public Health, 17, 5160. https://doi.org/10.3390/ijerph17145160
|
[4]
|
Bailey, K., West, R. and Anderson, C.A. (2010) A Negative Association between Video Game Experience and Proactive Cognitive Control. Psychophysiology, 47, 34-42. https://doi.org/10.1111/j.1469-8986.2009.00925.x
|
[5]
|
Kira, B., Robert, W. and Judson, K. (2013) What Would My Avatar Do? Gaming, Pathology, and Risky Decision Making. Frontiers in Psychology, 4, 609. https://doi.org/10.3389/fpsyg.2013.00609
|
[6]
|
Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L. and Saleem, M. (2010) Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173. https://doi.org/10.1037/a0018251
|
[7]
|
Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W.J., Green, C.S. and Bavelier, D. (2016) Technology Consumption and Cognitive Control: Contrasting Action Video Game Experience with Media Multitasking. Attention, Perception and Psychophysics, 78, 218-241. https://doi.org/10.3758/s13414-015-0988-0
|
[8]
|
Mcdermott, A.F., Bavelier, D. and Green, C.S. (2014) Memory Abilities in Action Video Game Players. Computers in Human Behavior, 34, 69-78. https://doi.org/10.1016/j.chb.2014.01.018
|
[9]
|
Schmidt, A., Geringswald, F., Sharifian, F. and Pollmann, S. (2018) Not Scene Learning, but Attentional Processing Is Superior in Team Sport Athletes and Action Video Game Players. Psychological Research, 84, 1028-1038.
https://doi.org/10.1007/s00426-018-1105-5
|
[10]
|
Jupitara, H., Piyush, K., Rajdeep, D. and Haque, L.S. (2018) Neural Modulation in Action Video Game Players during Inhibitory Control Function: An EEG Study Using Discrete Wavelet Transform. Biomedical Signal Processing & Control, 45, 144-150. https://doi.org/10.1016/j.bspc.2018.05.023
|
[11]
|
Nan, Q., Weiyi, M., Xin, F., Youjin, Z., Yi, L., Yuening, Y., et al. (2018) Rapid Improvement in Visual Selective Attention Related to Action Video Gaming Experience. Frontiers in Human Neuroscience, 12, 47.
https://doi.org/10.3389/fnhum.2018.00047
|
[12]
|
Zhang, B., Liu, S., Hu, C., Luo, Z. and Sui, J. (2020) Enhanced Memory-Driven Attentional Capture in Action Video Game Players. Computers in Human Behavior, 107, Article ID: 106271. https://doi.org/10.1016/j.chb.2020.106271
|
[13]
|
Franceschini, S., Gori, S., Ruffino, M., Viola, S., Molteni, M. and Facoetti, A. (2013) Action Video Games Make Dyslexic Children Read Better. Current Biology, 23, 462-466. https://doi.org/10.1016/j.cub.2013.01.044
|
[14]
|
Antzaka, A., Lallier, M., Meyer, S., Diard, J., Carreiras, M. and Valdois, S. (2017) Enhancing Reading Performance through Action Video Games: The Role of Visual Attention Span. Scientific Reports, 7, Article No. 14563.
https://doi.org/10.1038/s41598-017-15119-9
|
[15]
|
Dye, M.W.G., Green, C.S. and Bavelier, D. (2009) Increasing Speed of Processing with Action Video Games. Current Directions in Psychological Science, 18, 321-326. https://doi.org/10.1111/j.1467-8721.2009.01660.x
|
[16]
|
Focker, J., Mortazavi, M., Khoe, W., Hillyard, S.A. and Bavelier, D. (2018) Neural Correlates of Enhanced Visual Attentional Control in Action Video Game Players: An Event-Related Potential Study. Journal of Cognitive Neuroscience, 31, 377-389. https://doi.org/10.1162/jocn_a_01230
|
[17]
|
Green, C.S., Pouget, A. and Bavelier, D. (2010) Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games. Current Biology, 20, 1573-1579. https://doi.org/10.1016/j.cub.2010.07.040
|
[18]
|
Van Ravenzwaaij, D., Boekel, W., Forstmann, B.U., Ratcliff, R. and Wagenmakers, E.J. (2014) Action Video Games Do Not Improve the Speed of Information Processing in Simple Perceptual Tasks. Journal of Experimental Psychology General, 143, 1794-805. https://doi.org/10.1037/a0036923
|
[19]
|
Li, R., Polat, U., Makous, W. and Bavelier, D. (2009) Enhancing the Contrast Sensitivity Function through Action Video Game Training. Nature Neuroscience, 12, 549-551. https://doi.org/10.1038/nn.2296
|
[20]
|
Belchior, P., Marsiske, M., Sisco, S.M., Yam, A., Bavelier, D., Ball, K. and Mann, W.C. (2013) Video Game Training to Improve Selective Visual Attention in Older Adults. Computers in Human Behavior, 29, 1318-1324.
https://doi.org/10.1016/j.chb.2013.01.034
|
[21]
|
Hubert-Wallander, B., Green, C.S., Sugarman, M. and Bavelier, D. (2011) Changes in Search Rate but Not in the Dynamics of Exogenous Attention in Action Videogame Players. Attention, Perception and Psychophysics, 73, 2399- 2412. https://doi.org/10.3758/s13414-011-0194-7
|
[22]
|
Li, J., Zhou, Y. and Gao, X. (2022) The Advantage for Action Video Game Players in Eye Movement Behavior during Visual Search Tasks. Current Psychology, 41, 8374-8383. https://doi.org/10.1007/s12144-022-03017-x
|
[23]
|
Pavan, A., Hobaek, M., Blurton, S.P., Contillo, A., Ghin, F. and Greenlee, M.W. (2019) Visual Short-Term Memory for Coherent Motion in Video Game Players: Evidence from a Memory-Masking Paradigm. Scientific Reports, 9, 6027.
https://doi.org/10.1038/s41598-019-42593-0
|
[24]
|
Sungur, H. and Boduroglu, A. (2012) Action Video Game Players form More Detailed Representation of Objects. Acta Psychologica, 139, 327-334. https://doi.org/10.1016/j.actpsy.2011.12.002
|
[25]
|
Peters, J., Crewther, S.G., Murphy, M.J. and Bavin, E.L. (2021) Action Video Game Training Improves Text Reading Accuracy, Rate and Comprehension in Children with Dyslexia: A Randomized Controlled Trial. Scientific Reports, 11, Article No. 18584. https://doi.org/10.1038/s41598-021-98146-x
|
[26]
|
Azizi, E., Abel, L.A. and Stainer, M.J. (2017) The Influence of Action Video Game Playing on Eye Movement Behaviour during Visual Search in Abstract, In-Game and Natural Scenes. Attention, Perception and Psychophysics, 79, 484-497. https://doi.org/10.3758/s13414-016-1256-7
|
[27]
|
Chisholm, J.D., Hickey, C., Theeuwes, J. and Kingstone, A. (2010) Reduced Attentional Capture in Action Video Game Players. Attention, Perception and Psychophysics, 72, 667-671. https://doi.org/10.3758/APP.72.3.667
|
[28]
|
Cain, M.S., Prinzmetal, W., Shimamura, A.P. and Landau, A.N. (2014) Improved Control of Exogenous Attention in Action Video Game Players. Frontiers in Psychology, 5, 69. https://doi.org/10.3389/fpsyg.2014.00069
|
[29]
|
Lavie, N., Hirst, A., De Fockert, J.W. and Viding, E. (2004) Load Theory of Selective Attention and Cognitive Control. Journal of Experimental Psychology General, 133, 339-354. https://doi.org/10.1037/0096-3445.133.3.339
|
[30]
|
Irons, J.L., Remington, R.W. and Mclean, J.P. (2011) Not So Fast: Rethinking the Effects of Action Video Games on Attentional Capacity. Australian Journal of Psychology, 63, 224-231.
https://doi.org/10.1111/j.1742-9536.2011.00001.x
|
[31]
|
Hauck, C. and Lien, M. (2022) The Role of Visual Working Memory Capacity in Attention Capture among Video Game Players. Psychological Research, 86, 2128-2143. https://doi.org/10.1007/s00426-021-01640-0
|
[32]
|
Mueller, S.T. and Esposito, A.G. (2014) Computerized Testing Software for Assessing Interference Suppression in Children and Adults: The Bivalent Shape Task (BST). Journal of Open Research Software, 2, e3.
https://doi.org/10.5334/jors.ak
|
[33]
|
Klimesch, W., Sauseng, P. and Hanslmayr, S. (2007) EEG Alpha Oscillations: The Inhibition-Timing Hypothesis. Brain Research Reviews, 53, 63-88. https://doi.org/10.1016/j.brainresrev.2006.06.003
|
[34]
|
Kozhevnikov, M., Li, Y., Wong, S., Obana, T. and Amihai, I. (2018) Do Enhanced States Exist? Boosting Cognitive Capacities through an Action Video-Game. Cognition, 173, 93-105. https://doi.org/10.1016/j.cognition.2018.01.006
|
[35]
|
Ciobanu, A.E., Shibata, K., Ali, L., Rioja, K., Andersen, S.K., Bavelier, D. and Bediou, B. (2023) Attentional Modulation as a Mechanism for Enhanced Facial Emotion Discrimination: The Case of Action Video Game Players. Cognitive, Affective & Behavioral Neuroscience. https://doi.org/10.3758/s13415-022-01055-3
|
[36]
|
Foerster, F.R., Chidharom, M., Bonnefond, A. and Giersch, A.B. (2022) Neurocognitive Analyses Reveal That Video Game Players Exhibit Enhanced Implicit Temporal Processing. Communications Biology, 5, Article No. 1082.
https://doi.org/10.1038/s42003-022-04033-0
|