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. |