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姓名 廖美鈞(Mei-Chun Liao)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 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)
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摘要(中) 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。
摘要(英) 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.
關鍵字(中) ★ 視覺推理能力
★ 視覺注意力
★ 電玩遊戲
關鍵字(英) ★ visual reasoning ability
★ visual attention
★ Vedio game
論文目次 摘要 III
致謝辭 IV
目錄 V
圖目錄 VII
表目錄 VIII
第一章 緒論 1
前言 1
電玩與視覺注意力之相關研究 4
電玩與智力的關係 9
視覺選擇性注意力 12
注意力範圍:整體 / 部分典範 (Global-local paradigm) 16
視像記憶 (iconic memory) 22
瑞文氏圖形推理測驗 (Raven Progressive Matrices) 26
研究動機及目的 30
第二章 32
實驗一:以瑞文氏高級圖形推理測驗 (Raven Advanced Progressive Matrices) 評量 VGPs 與 NVGPs 之圖形推理能力 32
設計與預測 32
方法 45
程序 49
結果 51
討論 55
第三章 57
實驗二:以整體╱部分(Global and Local Processing)作業評量 VGP 及 NVGPs 於視覺空間上的能力 57
設計與預測 57
方法 60
實驗2-1 63
程序 63
實驗2-2 66
程序 66
結果 69
討論 73
第四章 75
實驗三:以不注意瞬間 (Attentional Blink)與計數 (Subitizing) 作業評量 VGPs 與 NVGPs 之能力 75
設計與預測 75
方法 80
程序 83
結果 86
討論 92
第五章 94
實驗四:以整體╱部分報告(Whole and Partial Report)作業評量 VGPs 與 NVGPs 之視像記憶能力 94
設計與預測 94
方法 99
實驗4-1 99
程序 100
實驗4-2 102
程序 102
結果 105
討論 108
第六章 111
綜合討論 111
參考資料 116
附錄1 122
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指導教授 陳德懷、洪蘭
(Tak-Wai Chan、Daisy L. Hung)
審核日期 2004-12-29
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