Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 2 de 2
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
Hum Factors ; 56(3): 443-52, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-24930167

RESUMO

OBJECTIVE: A high-fidelity street crossing simulator was used to test the hypothesis that experienced action video game players are less vulnerable than non-gamers to dual task costs in complex tasks. BACKGROUND: Previous research has shown that action video game players outperform nonplayers on many single task measures of perception and attention. It is unclear, however, whether action video game players outperform nonplayers in complex, divided attention tasks. METHOD: Experienced action video game players and nongamers completed a street crossing task in a high-fidelity simulator. Participants walked on a manual treadmill to cross the street. During some crossings, a cognitively demanding working memory task was added. RESULTS: Dividing attention resulted in more collisions and increased decision making time. Of importance, these dual task costs were equivalent for the action video game players and the nongamers. CONCLUSION: These results suggest that action video game players are equally susceptible to the costs of dividing attention in a complex task. APPLICATION: Perceptual and attentional benefits associated with action video game experience may not translate to performance benefits in complex, real-world tasks.


Assuntos
Atenção , Memória de Curto Prazo , Análise e Desempenho de Tarefas , Jogos de Vídeo , Caminhada , Adolescente , Adulto , Tomada de Decisões , Feminino , Humanos , Masculino , Desempenho Psicomotor , Adulto Jovem
2.
Med Sci Sports Exerc ; 44(4): 749-53, 2012 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-21986808

RESUMO

UNLABELLED: Increased aerobic fitness is associated with improved cognition, brain health, and academic achievement during preadolescence. PURPOSE: In this study, we extended these findings by examining the relationship between aerobic fitness and an everyday real-world task: street crossing. Because street crossing can be a dangerous multitask challenge and is a leading cause of injury in children, it is important to find ways to improve pedestrian safety. METHODS: A street intersection was modeled in a virtual environment, and higher-fit (n = 13, 7 boys) and lower-fit (n = 13, 5 boys) 8- to 10-yr-old children, as determined by V˙O(2max) testing, navigated trafficked roads by walking on a treadmill that was integrated with an immersive virtual world. Child pedestrians crossed the street while undistracted, listening to music, or conversing on a hands-free cellular phone. RESULTS: Cell phones impaired street crossing success rates compared with the undistracted or music conditions for all participants (P = 0.004), a result that supports previous research. However, individual differences in aerobic fitness influenced these patterns (fitness × condition interaction, P = 0.003). Higher-fit children maintained street crossing success rates across all three conditions (paired t-tests, all P > 0.4), whereas lower-fit children showed decreased success rates when on the phone, relative to the undistracted (P = 0.018) and music (P = 0.019) conditions. CONCLUSIONS: The results suggest that higher levels of childhood aerobic fitness may attenuate the impairment typically associated with multitasking during street crossing. It is possible that superior cognitive abilities of higher-fit children play a role in the performance differences during complex real-world tasks.


Assuntos
Desenvolvimento Infantil , Aptidão Física/fisiologia , Acidentes de Trânsito/psicologia , Telefone Celular , Criança , Cognição/fisiologia , Feminino , Humanos , Masculino , Consumo de Oxigênio/fisiologia , Desempenho Psicomotor/fisiologia , Interface Usuário-Computador , Caminhada/fisiologia , Caminhada/psicologia
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...