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Research On The Influence Of Different Game Categories Of E-sports On College Students' Response Inhibition

Posted on:2021-03-25Degree:MasterType:Thesis
Country:ChinaCandidate:L N MengFull Text:PDF
GTID:2427330623484033Subject:Humanities and sociology
Abstract/Summary:PDF Full Text Request
objective: to explore the influence of e-sports on the cognitive level of college students,such as response inhibition.The GO/NOGO task measurement paradigm was used to analyze the differences and influence rules of different game categories(combat and leisure)in e-sports on college students' reaction time,accuracy and event-related potential P300 and N200 brain waves.Subjects: randomly recruited and selected 63 undergraduate freshmen from jilin university of physical education and northeast normal university(who had not participated in e-sports training for 1-3years and did not have any major brain and psychology-related diseases).methods: to find out the theoretical basis of e-sports and response inhibition by means of literature review;Using the experimental method,64 eeg related experimental instruments developed by German Brain Products company were used to measure and analyze the promotion benefits and differences of 8-week e-sports(combat,leisure)intervention on college students' response inhibition.Using mathematical statistics,the data of response time accuracy,P300 and N200 amplitude and latency of different groups were processed.Experimental results: 1.There was a highly significant difference(P < 0.01)between the combat games and the improvement of college students' response to GO,and a significant difference in the NOGO accuracy(P < 0.05).2.There was a significant difference between casual games and college students' response to GO(P <0.05).3.There was a significant difference between the reaction time of GO in combat games and that of leisure games(P < 0.05).4.Fighting games improved the suppression and activation levels of FZ,FCZ and CZ brainwaves,significantly increased the amplitude of P300(P<0.01),and significantly shortened the amplitude of N200 latency period(P<0.05).5.Leisure games improved the level of brain wave inhibition and activation,and the amplitude of P300 in FCZ and CZ increased significantly(P<0.05).The latent period of N200 at FZ,FCZ and CZ was significantly shortened(P<0.05).The CZ point of N200 amplitude was significantly shortened(P<0.05).6.Compared with the recreational brain wave suppression and activation level,the amplitude of FZ,FCZ point P300 and N200 in the combat group was betterthan that in the leisure group(P<0.05).Research conclusions: 1.The e-sports on games against intervened to improve college students' GO reaction time shortened and NOGO accuracy by,at the same time of FZ,FCz,CZ P300 latency period shorter,amplitude,boost N200 shorter incubation period,amplitude narrowed,that against the games to promote college students' cognitive reaction speed and inhibition of the level of neuromodulation.2.With the intervention of e-sports and leisure games,students' GO reaction time was shortened,while the amplitude of FZ,FCZ and CZ point P300 was increased,and the latency period of N200 was shortened and the amplitude was reduced,indicating that leisure games improved students' cognitive response ability,conflict monitoring ability and neural activation level of cognitive processing speed.3.Comparison of different types of e-sports games shows that the GO response of the middle versus group is better than that of the leisure group,and the amplitude activation level of FZ,FCZ,P300 and N200 is better than that of the leisure group,indicating that compared with the leisure group,the battle game has a better effect on the cognitive response speed and the neurocognitive effect of response inhibition on college students.
Keywords/Search Tags:e-sports, versus games, leisure games, response inhibitio
PDF Full Text Request
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