Play in video games

被引:4
|
作者
Nguyen, Arthur [1 ,2 ]
Bavelier, Daphne [1 ,2 ]
机构
[1] Univ Geneva, Fac Psychol & Educ Sci, Blvd Pont dArve 40, CH-1211 Geneva 4, Switzerland
[2] Campus Biotech, Brain & Learning Lab, Chemin Mines 9, CH-1202 Geneva, Switzerland
来源
基金
欧洲研究理事会;
关键词
Video games; Locomotor-rotational; Object; Social play; Role play; Rule play and pretend play; Cognition; Future learning; Action video games; PRETEND PLAY; COMPUTER; IMPACT; EXPERIENCE; DOPAMINE; BEHAVIOR; REWARD; BRAIN;
D O I
10.1016/j.neubiorev.2023.105386
中图分类号
B84 [心理学]; C [社会科学总论]; Q98 [人类学];
学科分类号
03 ; 0303 ; 030303 ; 04 ; 0402 ;
摘要
Video game play is remarkably ubiquitous in today's society given its recent emergence only in the late 1950s. While this fast evolution could exemplify the power of play, video games exploit but also extend other types of play. Here, we review a classification of the ecosystem of video games useful in the emerging field of the cognitive neuroscience of video games. We then discuss how video games may leverage different play types, considering first locomotor-rotational, object, and social play before highlighting the importance of role, rule, and pretend play in video games. With an eye toward comparative studies of the neural bases of play across species, we discuss whether video games may fulfil the five criteria from Burghardt (2005) to identify play. Finally, in line with play's possible preparatory role for adulthood, we review the positive impact on cognition and future learning of action-like video games. Highlighting that not all video games have this impact, we note more granular hypotheses about the biological functions of play are to be encouraged.
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页数:16
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