Is experience in multi-genre video game playing accompanied by impulsivity?

被引:11
|
作者
Azizi, Elham [1 ]
Stainer, Matthew J. [2 ]
Abel, Larry A. [1 ]
机构
[1] Univ Melbourne, Dept Optometry & Vis Sci, Alice Hoy Bldg,Level 4, Melbourne, Vic 3010, Australia
[2] Griffith Univ, Sch Appl Psychol, Nathan, Qld, Australia
关键词
Video gaming; Impulsivity; Response inhibition; Multi-genre gamers; Continuous performance test; Antisaccade; RESPONSE-INHIBITION; ATTENTION; PLAYERS; TIME; MOVEMENTS; DISORDER; SEARCH; SKILLS;
D O I
10.1016/j.actpsy.2018.07.006
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Developing impulsivity has been one of the main concerns thought to arise from the increasing popularity of video gaming. Most of the relevant literature has treated garners as pure-genre players (i.e. those who play only a specific genre of game). However, it is not clear how impulsivity is associated with different genres of games in multi-genre gamers, given that there is increasing diversity in the games played by individuals. In this study, we compared 33 garners to 23 non-garners in a go/no-go task: the Continuous Performance Test (CPT). To evaluate whether or not impulsivity occurs as a trade-off between speed and accuracy, we emphasised fast performance to all participants. Then, to examine the ability to predict impulsivity from game genre-hours, we fitted separate multiple regression models to several dependent variables. As an additional measure, we also compared groups in an antisaccade task. In the CPT, gamers showed a trend towards significantly faster reaction time (RT), accompanied by higher false alarm rate (FAR) and more risk-taking response bias (13), suggesting impulsive responses. Interestingly, there was a significant negative correlation between RT and FAR across all participants, suggesting an overall speed-accuracy trade-off strategy, perhaps driven by the emphasis on speed during task instruction. Moreover, time spent on role playing games (RPG) and real-time strategy (RTS) games better predicted FAR and 13 than did time spent on action and puzzle games. In the antisaccade task; however, gamers showed a shorter antisaccade latency but a comparable error rate in comparison with non-gamers. There was no specific game genre which could predict performance in the antisaccade task. Altogether, there was no evidence of oculomotor impulsivity in gamers; however, the CPT results suggested the presence of impulsive responses in gamers, which might be the result of a speed-accuracy trade-off. Furthermore, there was a difference in game genres, with time spent on RPG and RTS games being accompanied by greater probability of impulsive responses. Training studies are required to investigate the causality of different video game genres on the development of impulsivity.
引用
收藏
页码:78 / 84
页数:7
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