論文閱讀總結_1: Enhancing Attentional Control: Lessons from Action Video Games


3樓貓 發佈時間:2023-09-19 16:32:23 作者:Source33 Language

在進行一項個人興趣相關的研究,很幸運大學教授給了我跟著他做研究的機會。
研究主題:https://www.gcores.com/articles/164112
大一新生,目前還在學習階段。教授佈置的任務是多看多寫,從基礎的Research和寫看完的論文總結開始。和研究主題相關或不相關的可能都會讀一點。現階段的目標是儘可能的瞭解多的知識,在這個過程中順便積累些研究主題相關的研究方便日後引用。
Summary會將論文的每一個段落進行總結,這樣在之後能夠更方便的提取出論文中對我的個人研究有用的部分。
注:在教授的批准下部分Summary內容由AI和翻譯軟件輔助完成
Reference:
Enhancing Attentional Control: Lessons from Action Video Games
Enhancing attentional control: Lessons from action video games - cell press. (n.d.). https://www.cell.com/neuron/fulltext/S0896-6273(19)30833-5

中文總結:

這篇論文主要討論了射擊遊戲(原文中以Action game,動作遊戲指代)是如何通過遊戲中的獎勵預期管理和節奏控制來增強玩家的注意力。
研究中作者分析了不同電子遊戲對玩家行為影響的差異, 特別是動作(射擊)遊戲如何通過特定的遊戲機制(如節奏、分散注意力和注意力模式切換)來增強注意力控制。
此外,研究還探討了玩家風格如何影響大腦變化,以及視頻遊戲如何被用於臨床和教育應用,如治療弱視和提高閱讀能力。(這部分內容由於本人專業知識不足看懂的比較少,summary中這部分內容大多由AI輔助完成)
研究過程中作者通過文獻回顧和分析,對比了不同類型的電子遊戲和其對認知和大腦的影響。同時,也分析了現有研究的侷限性和未來研究的方向。這篇研究發現動作(射擊)遊戲可以通過特定的遊戲機制來增強注意力控制和其他認知方面。作者認為業界需要更多跨學科的努力來開發和測試能夠有效促進大腦可塑性和學習的電子遊戲。

Summary:

Introduction
This study's objective is to examine the capacity of video games, specifically action video games, to enhance behavior and cognitive processes.
論文目標:探索動作遊戲在增強注意力和大腦功能方面的潛力。
Background: The phenomenon of video games has witnessed a significant transformation, transitioning from a specialized diversion to a prominent component of modern culture, thus surpassing the film and music industries in terms of revenue. They are now gaining prominence in multiple fields, including education and healthcare, and are considered an emerging art form.
背景:電子遊戲已從一個小眾愛好品類發展成為現代文化的重要組成部分,其收入超過了電影和音樂產業。現在,它們在教育和醫療保健等多個領域都得到了普及,並被認為是一種新的藝術形式。
Potential Benefit: Video games are capable of generating robust reward signals and eliciting sustained engagement across multiple behavioral systems. As a result, they serve as a valuable tool for investigating human learning and neuroplasticity, potentially inducing changes in neural function.
研究的可能性:由於電子遊戲能夠提供強烈的獎勵信號並對不同的行為系統產生持續的負荷,它們可以成為研究人類學習和神經可塑性的優秀工具,從而促使神經功能發生變化。
Literature evaluation
Action video games, specifically first- or third-person shooters, have been the subject of the vast majority of research. This emphasis is based on the observed improvement in attentional abilities associated with playing these games.
關注動作遊戲:大部分現有的研究都集中在動作電子遊戲(第一人稱或第三人稱射擊遊戲)上,研究並探討它們是否能夠提升注意力。
Since the beginning of the 21st century, the video game industry has undergone significant diversification and cross-pollination across multiple disciplines. As a result, the blending of mechanics from numerous game genres has created a convergence that complicates the categorization of games into distinct genres.
電子遊戲的演變:自21世紀初以來,電子遊戲行業已經經歷了顯著的多元化和跨流派的交叉融合。這也讓不同遊戲類型之間的機制混合,使得我們已經很難將現代電子遊戲分類並限定在某個特定的類型下。
Implications for research: The amalgamation of gaming genres makes it difficult to identify the specific gameplay elements that promote cognitive development. Moreover, it suggests that the effect of video games on cognitive abilities may become diffuse and diminish over time.
對研究的影響:遊戲類型的混合使得難以確定哪些遊戲玩法特點真正有助於促進認知。
The authors propose that a paradigmatic shift in research methodology is required to better accommodate the dynamic character of the video game industry. This transformation entails employing an iterative methodology that alternates between target game development and effectiveness evaluation.
研究的未來方向:作者建議研究方法需要進行範式轉變,以更有效地適應電子遊戲行業的變化格局,包括目標遊戲設計和效能評估之間的迭代交替。

Reward and attention control as agents of learning and brain plasticity: a theoretical framework
理論框架:獎勵和注意力控制作為學習和大腦可塑性的驅動因素
Key learning impacts include:
Reward: Motivate purposeful conduct by teaching folks the importance of their activities and encouraging them to seek goals.
Attention: Selecting useful information and suppressing irrelevant information, guiding the integration and automation of critical information and processes.
學習的關鍵驅動因素
獎勵:激發有目的的行為,幫助個體瞭解他們行為的價值並追求目標。
注意力:選擇與任務相關的信息並選擇性的忽視無關的信息,指導重要信息和過程的整合和自動化。
Neural basis:
The activation of the mesocorticolimbic dopamine projection promotes neuroplasticity and reward system change.
Attention system: This system works with the reward system to improve the processing of information needed to achieve a reward while decreasing the processing of unnecessary information.
神經基礎
獎勵系統:激活mesocorticolimbic多巴胺投射,促進神經可塑性和可修改性。
注意力系統:與獎勵系統協同工作,增強實現獎勵所需信息的處理並減少無關信息的處理。
Interactions between brain regions: To mediate learning, subcortical structures that promote automation and frontal structures that support executive function interact.
大腦結構間的相互作用:學習是由支持自動化的皮質下結構和支持執行功能的前額結構之間的相互作用所介導的。 (這段看不懂,AI翻的)
Participation in computer games:
Extrinsic advantages: A complicated incentive system that rewards or punishes individuals based on their decisions, similar to operant conditioning.
Internal rewards: Game design that meets basic human needs such as autonomy, ability, and social connection.
電子遊戲和上述內容的關係:
外部獎勵:豐富的激勵系統,根據玩家的決策獎勵或懲罰他們,類似於操作性條件反射。
內部獎勵:滿足基本人類需求(如自主性、能力和社交聯繫)的遊戲設計。
Research Gaps:
There hasn't been enough study done on how video games can engage reward-related brain networks.
More research is needed to understand the link between video game play, reward systems, and learning.
研究空白
研究如何通過電子遊戲參與獎勵相關大腦系統的研究有限。
需要更多的研究來理解電子遊戲玩耍、獎勵系統和學習之間的關係。
Attentional control in video games:
Attention Control refers to the ability to focus on a task while ignoring distractions and scanning the surroundings for fresh information.
It necessitates cognitive flexibility (switching between attention states) and working memory (updating objectives in response to changing circumstances).
Action video games exert a constant strain on the attention system due to their fast speed and the requirement to constantly pick targets and change attention states.
電子遊戲中的注意力控制
注意力定義為專注於任務的能力,同時包括忽略干擾和監視環境以獲取新信息的能力。
涉及認知靈活性(在注意力狀態之間切換)和工作記憶(根據情境需求更新目標)。
動作遊戲由於其快節奏和對不斷選擇目標和切換注意力狀態的需求,對注意力系統產生了持續的負荷。
Attention management conception
Exogenous forms of attention controlled by external signals, such as direction and attentiveness, which are frequently associated with subcortical structures and ventral attention processing streams, are excluded from the authors' conception of attention control.
Focus on processes of top-down attention: Dorsal attention network-enabled top-down attention processes are more likely to moderate attention regulation. Changing sensory information necessitates periodic reevaluation of attention demands, a crucial function for transitioning between attention states.
注意力控制的概念化
排除外源性注意力形式:作者的注意力控制概念不包括由外部線索引導的外源性注意力形式,如定向和警覺,這些通常與皮質下結構和腹側注意力處理流相關。
專注於自上而下的注意力過程:注意力控制更有可能由背側注意網絡促成的自上而下的注意力過程所介導。這涉及到在感官信息發生變化時不斷重新評估注意力需求,這是在不同注意力狀態之間切換時的核心功能。
(正文中這一段幾乎全程在討論心理學和大腦結構相關的內容,由於本人對這方面知識的缺失這段的Summary由AI完成)
Theoretical assertion
Promoting learning through incentives and attention management: The authors contend that appropriate reward associations and enhanced attention management enhance learning. Including all aspects of an event enhances learning. It is said that action video games are an effective educational instrument.
理論提案
通過獎勵和注意力控制促進學習:作者提出,通過適當的獎勵關聯和增強的注意力控制來促進學習。解決這兩個方面的經驗可以增強學習。動作遊戲被認為可以提供出色的學習體驗。
Effects of video games on human performance
Playing action video games is associated with enhanced attention control, which leads to improved cognition.
Methodological approaches to impact studies:
Cross-sectional construction: Contrast those who identify as action video game players (AVGPs) with those who play video games infrequently (NVGPs).
Design of an investigation or intervention: Randomly assign participants to play a specific type of video game and compare cognitive assessments before and after training.
電子遊戲對人類行動的影響
增強的注意力控制和認知:動作遊戲的玩耍與增強的注意力控制有關,從而導致更好的認知。
研究影響的方法
  1. 橫斷面設計:比較自稱為動作視頻遊戲玩家(AVGPs)和很少玩視頻遊戲的個體(NVGPs)。
  2. 實驗或干預設計:隨機指派個體玩某種類型的視頻遊戲,並通過比較訓練前後的測量來評估其對認知的影響。
Processing Rate and Video Game Performance
Due to the fact that many video games require players to make rapid decisions, their reaction times are quicker than those of non-players. This occurs in numerous game categories and mission types.
Without compromising accuracy, quicker response times can be attributed to faster motor execution or faster information collection up until the moment of decision.
Implications for Everyday Life Improvements in a variety of fields, including literacy and surgery, have been linked to quicker processing speeds. Nevertheless, differences in game genre preferences between men and women may also contribute to a processing speed disparity between the sexes.
Playing video games has been associated with brain changes at multiple processing levels, affecting regions such as visuomotor coordination, learning, and the prefrontal cortex. The effects may vary depending on the type of game and the cognitive demands imposed on participants.
遊玩電子遊戲和大腦反應速度的關聯
  1. 反應時間:許多電子遊戲要求玩家做出快速決策,因此比非玩家有更快的反應速度。這在各種遊戲類型中都有觀察到。
  2. 更快反應時間的途徑:更快的反應時間可以歸因於更快的運動執行或更快的決策點前的信息積累,而不會降低準確性。
  3. 日常生活的影響:更快的處理速度和各個領域的改進相關聯,包括閱讀和手術等等。
  4. 神經變化:遊玩電子遊戲與各種處理層次的神經變化有關,影響與視覺-運動協調、學習和前額葉皮質相關的區域。具體影響可能因遊戲類型及其對玩家的認知要求而異。
Video Game Focus Management and Action
Playing action video games improves various aspects of top-down attention, a finding supported by both cross-sectional and interventional research.
The ability to distribute attention across space, time, and objects has been enhanced, allowing for a rapid transition between attention modes based on task requirements.
This enhancement enhances the capacity to focus on task-relevant information and may influence the spatial and temporal resolution of attention.
注意力控制的增強
動作遊戲可以改善頂向下注意力的多個方面,這一現象在橫向和干預研究中都有觀察到。
該增強體現在能夠根據任務需求快速在不同的注意模式之間切換,無論是在空間、時間還是對象上部署注意力。
這種改善導致更好地專注於任務相關的信息,並可能影響注意力的空間和時間分辨率。
Processing of Task-Irrelevant Data Action video game participants, for example, continue to process task-irrelevant information efficiently, but this transitions to selective task-relevant processing when the perceptual burden of the job increases.
This phenomenon has sparked considerable debate in the scientific literature regarding how to interpret larger flanker effects, which may indicate either an inability to selectively attend or an increase in attentional resources.
任務無關信息的處理
注意力更優秀的玩家(如動作遊戲玩家)會繼續有效地處理任務無關信息,但隨著任務的知覺負荷增加,這種處理會轉向選擇性的任務相關處理。
這種現象在文獻中造成了一些混淆,關於如何解釋更大的干擾效應存在不同的觀點,它可能指玩家在錯誤的地方投入了過多的注意力或玩家選擇性注意的失效。
Distractors and Neural Measurements
SSVEPs (steady-state evoked potentials) have been used in studies to test distractor processing at the level of the brain, and the results indicate that action video game players are better at eradicating task-irrelevant information, especially under high perceptual burdens.
With an emphasis on both target enhancement and distractor suppression, action video game players must continuously monitor their environment for task-relevant information while suppressing distractions.
Training designed to reduce distractor processing is more likely to produce generalizable attentional benefits than training designed to improve task-relevant information.
干擾處理的神經測量
研究利用穩態視覺誘發電位(SSVEPs)作為神經層面上干擾處理的另一種可能的間接測量方法,表明動作遊戲玩家更擅長排除任務無關信息,尤其是在較高的知覺負荷下。
動作遊戲要求玩家不斷監視他們的環境以獲取不同的空間和時間尺度上的任務相關信息,同時積極抑制各種噪聲或干擾,明顯依賴於目標增強和干擾抑制。
專注於限制干擾處理的訓練更有可能導致可推廣的注意力效應。
Attentional Control and the Stream of Neural Processing
Identifying the point in the brain's processing stream at which enhanced attentional control emerges has been a significant obstacle.
According to current research, the enhanced performance of action gamers on tests of selective attention is not the result of earlier attentional modulations in the visual pathway.
Instead, improved attentional performance may be attributable to enhanced late attentional selection, which allows both task-relevant and irrelevant information to pass through early processing phases while selecting task-relevant information for further processing closer to decision time.
This late selection may contribute to cognitive flexibility by retaining environmental information until a choice signal is issued.
神經處理流程和注意力控制
一個關鍵問題是確定增強的注意力控制在神經處理流程中的哪一點表現出來。
目前的證據表明,動作遊戲玩家在選擇性注意中的優越表現並不是由於在視覺通道的早期注意力調節更強。相反,更優的注意力表現可能是由於更好的後期注意力選擇,允許任務相關和無關的信息流經早期處理階段,並在決策時間更接近時選擇任務相關信息進行進一步處理。這種後期選擇可能提供認知靈活性,因為周圍的信息保持可用,直到做出決策信號的階段。
Impact on Diverse Aspects of Attention
Not all areas of attention are affected equally by action video games.
Top-down attention appears to be more enhanced than bottom-up attention, as action players recover from attention misallocation in situations such as invalidly cued trials more rapidly than bottom-up players.
The absence of change in bottom-up attention abilities suggests that these mechanisms are less malleable than top-down processes.
Top-down attention, which consists of cognitive flexibility, working memory, and certain types of inhibitory control, appears to be highly plastic and capable of enhancing portions of executive functioning, although this is still a contentious topic in the field.
對不同注意力方面的影響
並非所有的注意力方面都受到動作遊戲的影響。
與自下而上的注意力相比,自上而下的注意力似乎更加增強,動作遊戲玩家在錯誤分配注意力的情況下(例如在無效提示的試驗中)恢復得更快。動作遊戲對自下而上注意力的有限改變可能表明這些機制比自上而下的過程更少有可塑性。自上而下的注意力,涉及認知靈活性、工作記憶和某些形式的抑制控制,似乎具有很高的可塑性,儘管這仍然是該領域的一個有爭議的話題。
The effect of action games on other cognitive abilities:
Spatial Cognition
Action games can enhance spatial cognition, including the ability to memorize and manipulate visuospatial information.
Research has shown that action game players perform better on a variety of spatial cognition tasks, including visuospatial memory tasks and complex spanning tasks. Some research also suggests that action games can boost performance in STEM classroom areas, but how to maximize the training effects through gaming still requires further research.
動作遊戲對其他認知能力的影響:
空間認知
動作遊戲可以增強空間認知,包括記憶和操控視覺空間信息的能力。
研究表明,動作遊戲玩家在多種空間認知任務上表現更好,包括視覺空間記憶任務和複雜跨度任務。一些研究還指出,動作遊戲可以促進STEM課堂領域的表現,但如何通過遊戲最大限度地提高訓練效果仍需進一步研究。
Perception
In addition to attentional control, the effects of action games on perceptual domains have been heavily researched, particularly in visual perception.
Studies have shown that action video game training can increase thresholds on perceptual tasks such as recognizing low-contrast targets or small letters in crowded images. Although these perceptual effects are trainable, studies have shown that it takes 20 hours or more of training to begin to see training effects. Existing research and discussions are still exploring whether improvements on perceptual tasks actually reflect changes in "perception" itself or improvements in attention.
感知
除注意力控制外,動作遊戲對感知領域的影響也得到了大量研究,尤其是視覺感知方面。
研究表明,動作視頻遊戲訓練可以提高在感知任務上的閾值,如識別低對比度目標或擁擠的圖像中的小字母。儘管這些感知效應是可訓練的,但研究表明,需要20小時或更長時間的訓練才能開始看到訓練效果。現有的研究和討論還在探討在感知任務上的改進是否真正反映了“感知”本身的改變,還是反映了注意力的改進。
How action games affect development
Literature on the effects of action games on children's cognitive abilities is relatively sparse, but the few studies that have been done point to similar effects on children and adults. Some studies report that children who play action games experience similar levels of enhanced attentional control as adult action game players. There is evidence that action games accelerate the maturation of attentional control skills, which may lead to more mature processing styles.
動作遊戲如何影響發展
關於動作遊戲對兒童認知能力的影響的文獻相對稀少,但少數研究指出,兒童和成人受到的影響相似。一些研究報告稱,玩動作遊戲的兒童在注意力控制方面的增強程度與成年動作遊戲玩家相似。有證據表明,動作遊戲可以加速注意力控制技能的成熟,從而可能導致更成熟的處理方式。
Exploring the effects of different types of video games on reaction as well as attention span
In addition to action, other video game genres have been shown to enhance cognition.
Several studies have found that players of certain types of racing games, action role-playing games, and real-time strategy games show enhanced processing speed and attentional control. The research on these new game genres is largely consistent with that on action video games, but there are many unanswered questions because there have been very few intervention studies using these new game genres. Future research will undoubtedly focus on these new game types to ask more comprehensive questions.
探索不同類型電子遊戲對反應以及注意力的影響
除動作類外,其他電子遊戲類型也已被證明可以增強認知。
一些研究發現,某些類型的賽車遊戲、動作角色扮演遊戲和實時戰略遊戲的玩家在處理速度和注意力控制方面表現出增強。這些新遊戲類型的研究與動作視頻遊戲的研究基本一致,但由於使用這些新遊戲類型的干預研究非常少,因此還有許多未回答的問題。未來的研究將無疑集中探討這些新遊戲類型,以提出更全面的問題。
Features of a Brain Plasticity Video Game
電子遊戲特性與大腦可塑性
The Cognitive Impacts of Various Genres
Action video games enhance cognitive skills and concentration.
The effects of other genres, such as social simulation and turn-based strategy games, are not comparable.
不同類型的認知影響
動作遊戲對認知技能和注意力控制有積極影響。
其他類型,如社交模擬和回合制策略遊戲,沒有類似的影響。
Important Mechanisms for Better Attention Control
Pacing is the variable requirement to make decisions under time constraints.
Divided Attention, Distracter Suppression, and Sustained Load: The requirement to maintain a divided attentional state for an extended period of time in order to enhance various aspects of attention.
Attentional Mode Switching: The Importance of Switching Between Divided and Focused Attentional Modes in Attentional Control Elements.
增強注意力控制的關鍵機制
節奏:在時間壓力下做決定的需求,這在不同個體之間有所變化。
分散注意力、干擾抑制和持續負荷:需要維持分散的注意力狀態很長一段時間,從而增強各種方面的注意力。
注意力模式之間的切換:切換分散和集中注意力狀態的重要性,增強注意力控制。
Action Videogame's Distinctive Characteristics
Pacing, divided attention, and transitioning between attentional modes while playing are referred to as layering.
Following concepts of learning and brain plasticity, such as keeping the user in their zone of proximal growth and providing a rewarding environment.
動作遊戲的獨特特點
在遊戲玩法中層疊不同節奏、加入分散注意力內容和注意力模式切換等特點。
遵循學習和大腦可塑性的原則,包括保持玩家在其近端發展區域和提供豐富、有獎勵的環境。
Alterations in Playing Style and Brain
Different categories of activity can modulate the types of brain changes that are observed.
The increasing autonomy of modern games permits a diversity of experiences, which can alter the impact on the brain.
玩家風格和大腦變化
不同的玩法可以調節觀察到的大腦變化類型。
現代遊戲提供的自由度越來越大,允許多樣化的體驗,這可以影響大腦的變化。
Applications and Difficulties
Amblyopia is being treated with video games, with variable results and the need for additional research.
Action video games have the potential to enhance literacy in children with attention deficits, but research is in its infancy.
應用和挑戰
弱視:使用電子遊戲進行治療,結果不一,需要進一步研究。
閱讀時的注意力:動作遊戲有可能幫助有注意力弱點的兒童提高讀寫能力,儘管研究還處於初期階段。
Future possibilities
To properly comprehend the effect of video games on the brain and behavior, a paradigm shift is required.
Developing a taxonomy based on a video game's cognitive components.
Using machine learning to classify participant categories and understand the cognitive requirements of games.
未來研究方向
需要一種範式轉變,以更好地理解視頻遊戲對大腦和行為的影響。
基於電子遊戲的認知組件開發分類法。
利用機器學習來分類不同的玩家類型,並瞭解遊戲玩法的認知需求。
Implications:
Research and Development
Study, production, and testing of video game titles utilizing interdisciplinary cooperation.
Developing a taxonomy that classifies game titles according to the cognitive, affective, and social processes that occur while playing.
Applications in Medical and Academic Settings
Using video games for socially beneficial purposes, such as education and therapy.
Developing video games that facilitate learning and brain plasticity, particularly in therapeutic settings.
Game Programming
Brain plasticity-based collaborations between scientists and the gaming industry to develop games with lasting effects.
Creating games that are entertaining for extended periods of time while also being expensive and demanding in terms of knowledge and resources.
研究和開發 各領域的協作努力來分析、開發和測試電子遊戲。根據遊戲時參與的基本認知、情感或社交過程來記錄每個遊戲的分類。
臨床和教育應用 利用電子遊戲實現社會影響,包括教育和康復。開發可以促進學習和大腦可塑性的電子遊戲,特別是在臨床環境中。
遊戲設計 科學家和遊戲行業的合作,設計能夠通過大腦可塑性產生長期影響的遊戲。設計能夠長時間吸引人們的遊戲,這在專業知識和成本方面都是具有挑戰性的。



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