English  |  正體中文  |  简体中文  |  全文筆數/總筆數 : 78852/78852 (100%)
造訪人次 : 38562191      線上人數 : 648
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋


    請使用永久網址來引用或連結此文件: http://ir.lib.ncu.edu.tw/handle/987654321/10119


    題名: 探索電玩遊戲頻率對於視覺注意力表現能力的效應;Exploring the nature of the enhancements of visual-spatial abilities in video game players
    作者: 廖美鈞;Mei-Chun Liao
    貢獻者: 網路學習科技研究所
    關鍵詞: 視覺推理能力;視覺注意力;電玩遊戲;visual reasoning ability;visual attention;Vedio game
    日期: 2004-12-23
    上傳時間: 2009-09-22 12:07:06 (UTC+8)
    出版者: 國立中央大學圖書館
    摘要: Flynn Effect的現象為發展中國家人民的智力七十年上升了二十一點 (RPM ─ 非語文性測驗),如此平穩上升的現象,讓研究者 (Greenfield, 1994) 認為電玩的普及所帶來的視覺環境的複雜化可能是其中的重要因素。而許多文獻中也提及電玩經驗可能可以改善視覺注意力 (Greenfield et al., 1994; Subrahmanyam & Greenfield , 1994; Okagaki & French, 1994; Green & Bavelier, 2003)。而本論文之實驗結果發現只要每星期玩 4小時以上的電玩,不論遊戲種類,皆可能可以增進視覺圖形推理能力及視覺空間中整體至部分移轉的能力。對於有經驗的遊戲之玩家而言,注意力系統比一般人所想像中的可塑性還高,他們的視覺圖形推理能力及視覺空間中整體至部分移轉的能力比不常玩的人能力超出許多。但於視覺注意力中時間上之瓶頸及視像記憶的容量中,兩組能力上沒有差異。 It has been shown that, over the past century, average IQ has been increased at a rate of about 3 points per decade. This phenomenon has been denoted as the "Flynn effect". It has been argued that could be the cause of raised complexity of visual environment. Green and Bavelier (2002) demonstrated action video-game playing enhances the capacity including the temporal and the spatial resolution of visual attention. Although, action video game players have an increased ability to process information over time; nevertheless, whether this is due to faster target processing, increment of the span of iconic memory, rapid shifts of attentional locus, cannot be resolved in their study. To test VGPs have better visual reasoning ability, I used Raven Advanced Progressive Matrices test in experiment 1. And the data has shown that VGPs had significant higher score than NVGPs, the reason is VGPs have better performance on visuospatial items. To test VGPs have rapid shifts of attentional locus, I used global and local paradigm (Navon, 1977) in experiment 2. And the data has shown that VGPs had significant better global to local shifting than NVGPs. To test VGPs have faster target processing in experiment 3; I used the attentional blink (AB) effect on the enumeration task. In experiment 4, I used partial report (PR) and whole report (WR) (Sperling, 1960) to test iconic memory of VGPs. This experiment presented 4x3 letter arrays. And the data suggested that VGPs may have better faster target processing and iconic memory than NVGPs.
    顯示於類別:[網路學習科技研究所 ] 博碩士論文

    文件中的檔案:

    檔案 大小格式瀏覽次數


    在NCUIR中所有的資料項目都受到原著作權保護.

    社群 sharing

    ::: Copyright National Central University. | 國立中央大學圖書館版權所有 | 收藏本站 | 設為首頁 | 最佳瀏覽畫面: 1024*768 | 建站日期:8-24-2009 :::
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 隱私權政策聲明