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The Effect of Playing Video Games on Visual Perceptual Skills
The Effect of Playing Video Games on Visual Perceptual Skills
The Effect of Playing Video Games on Visual Perceptual Skills

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211151047
ISBN  
9798381968316
DDC  
153
저자명  
Yeh, Maggie Shannon.
서명/저자  
The Effect of Playing Video Games on Visual Perceptual Skills
발행사항  
[Sl] : University of California, Los Angeles, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
161 p
주기사항  
Source: Dissertations Abstracts International, Volume: 85-09, Section: A.
주기사항  
Advisor: Liu, Zili.
학위논문주기  
Thesis (Ph.D.)--University of California, Los Angeles, 2024.
초록/해제  
요약Video games have become ubiquitous as 21st century entertainment media, but the effects of such an immersive visual experience are an area of active research. Action video games (AVGs), a genre that commonly encompasses first-person shooter (FPS) and third-person shooter games, have been a particular focus for the video game research field given their unique combination of time pressure, speed, and challenge. Research has suggested that AVGs may benefit a wide variety of visual skills ranging from low-level perceptual skills such as orientation discrimination and contrast sensitivity function, to higher-level skills such as multiple object tracking or attentional blink. These promising results have spurred interest in using video games for skill training or even for medical treatment of visual disorders. However, the exact range and limitations of AVG training is still widely unknown, and there continues to be active debate in the field over which visual skills AVGs can transfer to. Furthermore, the mechanisms by which AVGs affect vision are still unknown. A related field of research, visual perceptual learning (VPL), may be able to offer insight into the limitations and the mechanisms of AVG transfer given that VPL is a field that has long investigated the mechanisms and limitations of low-level visual learning. Therefore, in this dissertation, I combined the perspectives of both fields in order to investigate AVG transfer further. First, I compared AVG to psychophysics training as typically used in VPL research, which allowed me to quantify the effects of AVG transfer to low-level visual skills (Study 1). This study demonstrated that AVG training did not transfer to motion discrimination tasks, as psychophysics training resulted in significantly more transfer. Second, I investigated the ability of AVG training to transfer to untrained regions of the visual field, and did not find any significant difference between trained and untrained visual field (Study 2). Both studies also served to further test the limitations of AVG transfer to lower-level visual skills, which have been less frequently investigated in AVG literature compared to higher-level visual skills. I did not find evidence of significant AVG transfer to any of the visual tasks tested, suggesting that AVGs, while widely considered to be beneficial for attention-based visual tasks, may not be as beneficial for lower-level visual perception. These results suggest that AVGs may affect vision via higher-level mechanisms, which would have implications for further determination of how AVGs may affect various visual skills or be used in practical application.
일반주제명  
Cognitive psychology
일반주제명  
Psychology
일반주제명  
Web studies
키워드  
Visual perceptual learning
키워드  
Video games
키워드  
Visual perception
키워드  
Action video games
기타저자  
University of California, Los Angeles Psychology 0780
기본자료저록  
Dissertations Abstracts International. 85-09A.
전자적 위치 및 접속  
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MARC

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■1001  ▼aYeh,  Maggie  Shannon.
■24510▼aThe  Effect  of  Playing  Video  Games  on  Visual  Perceptual  Skills
■260    ▼a[Sl]▼bUniversity  of  California,  Los  Angeles▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a161  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-09,  Section:  A.
■500    ▼aAdvisor:  Liu,  Zili.
■5021  ▼aThesis  (Ph.D.)--University  of  California,  Los  Angeles,  2024.
■520    ▼aVideo  games  have  become  ubiquitous  as  21st  century  entertainment  media,  but  the  effects  of  such  an  immersive  visual  experience  are  an  area  of  active  research.  Action  video  games  (AVGs),  a  genre  that  commonly  encompasses  first-person  shooter  (FPS)  and  third-person  shooter  games,  have  been  a  particular  focus  for  the  video  game  research  field  given  their  unique  combination  of  time  pressure,  speed,  and  challenge.  Research  has  suggested  that  AVGs  may  benefit  a  wide  variety  of  visual  skills  ranging  from  low-level  perceptual  skills  such  as  orientation  discrimination  and  contrast  sensitivity  function,  to  higher-level  skills  such  as  multiple  object  tracking  or  attentional  blink.  These  promising  results  have  spurred  interest  in  using  video  games  for  skill  training  or  even  for  medical  treatment  of  visual  disorders.  However,  the  exact  range  and  limitations  of  AVG  training  is  still  widely  unknown,  and  there  continues  to  be  active  debate  in the  field  over  which  visual  skills  AVGs  can  transfer  to.  Furthermore,  the  mechanisms  by  which  AVGs  affect  vision  are  still  unknown.  A  related  field  of  research,  visual  perceptual  learning  (VPL),  may  be  able  to  offer  insight  into  the  limitations  and  the  mechanisms  of  AVG  transfer  given  that  VPL  is  a  field  that  has  long  investigated  the  mechanisms  and  limitations  of  low-level  visual  learning.  Therefore,  in  this  dissertation,  I  combined  the  perspectives  of  both  fields  in  order  to  investigate  AVG  transfer  further.  First,  I  compared  AVG  to  psychophysics  training  as  typically  used  in  VPL  research,  which  allowed  me  to  quantify  the  effects  of  AVG  transfer  to  low-level  visual  skills  (Study  1).  This  study  demonstrated  that  AVG  training  did  not  transfer  to  motion  discrimination  tasks,  as  psychophysics  training  resulted  in  significantly  more  transfer.  Second,  I  investigated  the  ability  of  AVG  training  to  transfer  to  untrained  regions  of  the  visual  field,  and  did  not  find  any  significant  difference  between  trained  and  untrained  visual  field  (Study  2).  Both  studies  also  served  to  further  test  the  limitations  of  AVG  transfer  to  lower-level  visual  skills,  which  have  been  less  frequently  investigated  in  AVG  literature  compared  to  higher-level  visual  skills.  I  did  not  find  evidence  of  significant  AVG  transfer  to  any  of  the  visual  tasks  tested,  suggesting  that  AVGs,  while  widely  considered  to  be  beneficial  for  attention-based  visual  tasks,  may  not  be  as  beneficial  for  lower-level  visual  perception.  These  results  suggest  that  AVGs  may  affect  vision  via  higher-level  mechanisms,  which  would  have  implications  for  further  determination  of  how  AVGs  may  affect  various  visual  skills  or  be  used  in  practical  application.
■590    ▼aSchool  code:  0031.
■650  4▼aCognitive  psychology
■650  4▼aPsychology
■650  4▼aWeb  studies
■653    ▼aVisual  perceptual  learning
■653    ▼aVideo  games
■653    ▼aVisual  perception
■653    ▼aAction  video  games
■690    ▼a0633
■690    ▼a0621
■690    ▼a0646
■71020▼aUniversity  of  California,  Los  Angeles▼bPsychology  0780.
■7730  ▼tDissertations  Abstracts  International▼g85-09A.
■790    ▼a0031
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17160604▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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