| With the development of Internet,the popularity of mobile devices,video game becomes one of the necessary pastime in people’s daily life,such as Honor of Kings and Playerunknown’s Battlegrounds,which belong to action video games(AVG),which players in the face of the fast moving or the periphery of the height change goals need to be powerful information processing,the need to track multiple targets at the same time in the vigilant monitoring,and can always highly centralized and highly fragmented switch between attention and make a quick and accurate operation.Some studies have shown that long-term exposure to AVG may improve players’ cognitive abilities,such as spatial perception and visual attention.However,whether the visual search advantage of AVG players is reflected in a wider field of vision or the better visual information processing ability is a question worth discussing.In addition,there is no detailed distinction between the internet gaming disorders(IGD)and the recreation gaming users(RGU)in relevant studies,so do IGD and RGU have the intra-group differences in visual search ability? Therefore,in conclusion,this study intends to conduct an in-depth investigation on the visual information processing ability of IGD,RGU and non-gamers(NG)from the perspectives of cross-sectional and intervention studies,visual field and cue utilization.In Study 1,the visual searching ability IGD,RGU and NG were examined by Simple Search task(endogenous attention)and Matched Search task(exogenous attention)from the cross-section perspective.Study 1A used Simple Search task to explore the behavioral characteristics of endogenous attention of the three groups,including 27 college students in IGD,34 in RGU and 32 in NG.The results showed that:(1)the accuracy of the RGU was significantly higher than that of IGD and NG,and there was no significant difference between IGD and NG;(2)the response time of RGU was significantly less than that of IGD and NG,and there was no significant difference between IGD and NG;indicating that RGU had obvious advantages in endogenous attention in visual search.Study 1B used Matching Search task to explore the behavioral characteristics of exogenous attention of the three groups,including 27 college students in IGD,35 in RGU and 39 in NG.The results showed that:(1)there was no significant difference in the accuracy between RGU,IGD and NG;(2)the response time of the RGU was significantly less than that of IGD and NG,and there was no significant difference between IGD and NG;(3)Especially under the condition of cue,the response time of RGU was significantly lower than that of IGD and NG,and there was no significant difference between IGD and NG.However,there was no significant difference between the three groups under the condition of no cue,indicating that RGU had better visual information processing ability and could effectively use cue to respond quickly.Study 2 mainly from the training study selected 26 eligible subjects by questionnaires and randomly assigned them into the action-game training group and the control group,using two games named "FIFA Football World" and "Township" to complete the training for 21 days(1 hour per day).Study 2A examines the impacts of action video game training and non-action video game training on players’ visual search from endogenous attention.The results showed that there was no significant difference in the accuracy and response time between the training group and the control group,which indicated that action video game training could not effectively improve the endogenous attention of players in the short term.Study 2B examines the impacts of action video game training and non-action video game training on players’ visual search from exogenous attention.The results showed that:(1)with a cue,there was a significant difference in the response time between pre and post test in the training group regardless of the peripheral visual field or central visual field,and there was no significant difference in the response time between pre and post test in the control group;(2)Without a cue,there was no significant difference between the two groups in pre and post test;indicating that the visual information processing ability of the training group was improved by the action video game training,and the training group was able to use cue to respond effectively.To sum up,in visual cognition theory,this study provides the positive action video games exposure evidence and new game options,cognitive training for teenagers or special groups to provide timely,moderate,modest,the suitable training game,may promote individual visual space cognitive ability,better note the migrated to the advantage of the game in daily life. |