scholarly journals Preprint_Held im Spiel_Wernbacher

2020 ◽  
Author(s):  
Thomas Wernbacher

Computer games can be described as a multi-facetted phenomenon: the reception of interactive media however involves a diversity of potential effects. The current study tries to solve a part of the complex puzzle involving the consequences of media reception. Basically, the present analysis concentrated on the potential activation of game related words in the lexicon by an elaborated game playing experience. The degree of accessibility of specific words in the lexical storage was measured via a lexical decision task (LDT) paradigm. Each task contained a game related, an aggression related and a neutral word category. The LDT units were masked as word/nonword discrimination tests. Two lexical decision tasks were completed after two playing sessions of 15 minutes each by a sample consisting of 60 males. In addition to these tasks interactions with and between motives to play computer games were examined. The following computer games were selected for the systematic variation of context related variables: The 3D-role playing game “Oblivion” and the 3D-first person shooter “Call of Duty 2” were assigned to the experimental groups. The skill training game “Tetris” was assigned to the control group. Depending on the condition, players should react differently in the lexical decision tasks. Indeed, the results showed faster reactions to game compatible words by the “Call of Duty 2”-group in comparison to the “Oblivion”-group. Additionally both experimental groups recognized game related words faster than neutral words. The control group showed identical answers in the game related und neutral word decision tests. Concerning the activation of aggression related schemata, the results showed that playing violent video games did not enhance the accessability of words referring to aggression and/or violence. These findings suggest a cognitive transfer effect from the virtual game world to the real word. In other words, a highly immersive game playing experience can leave a certain trace in the lexical storage.

2021 ◽  
Vol 6 ◽  
Author(s):  
Eric Pelzl ◽  
Ellen F. Lau ◽  
Taomei Guo ◽  
Robert M. DeKeyser

People who grow up speaking a language without lexical tones typically find it difficult to master tonal languages after childhood. Accumulating research suggests that much of the challenge for these second language (L2) speakers has to do not with identification of the tones themselves, but with the bindings between tones and lexical units. The question that remains open is how much of these lexical binding problems are problems of encoding (incomplete knowledge of the tone-to-word relations) vs. retrieval (failure to access those relations in online processing). While recent work using lexical decision tasks suggests that both may play a role, one issue is that failure on a lexical decision task may reflect a lack of learner confidence about what is not a word, rather than non-native representation or processing of known words. Here we provide complementary evidence using a picture-phonology matching paradigm in Mandarin in which participants decide whether or not a spoken target matches a specific image, with concurrent event-related potential (ERP) recording to provide potential insight into differences in L1 and L2 tone processing strategies. As in the lexical decision case, we find that advanced L2 learners show a clear disadvantage in accurately identifying tone mismatched targets relative to vowel mismatched targets. We explore the contribution of incomplete/uncertain lexical knowledge to this performance disadvantage by examining individual data from an explicit tone knowledge post-test. Results suggest that explicit tone word knowledge and confidence explains some but not all of the errors in picture-phonology matching. Analysis of ERPs from correct trials shows some differences in the strength of L1 and L2 responses, but does not provide clear evidence toward differences in processing that could explain the L2 disadvantage for tones. In sum, these results converge with previous evidence from lexical decision tasks in showing that advanced L2 listeners continue to have difficulties with lexical tone recognition, and in suggesting that these difficulties reflect problems both in encoding lexical tone knowledge and in retrieving that knowledge in real time.


2017 ◽  
Vol 76 (2) ◽  
pp. 71-79 ◽  
Author(s):  
Hélène Maire ◽  
Renaud Brochard ◽  
Jean-Luc Kop ◽  
Vivien Dioux ◽  
Daniel Zagar

Abstract. This study measured the effect of emotional states on lexical decision task performance and investigated which underlying components (physiological, attentional orienting, executive, lexical, and/or strategic) are affected. We did this by assessing participants’ performance on a lexical decision task, which they completed before and after an emotional state induction task. The sequence effect, usually produced when participants repeat a task, was significantly smaller in participants who had received one of the three emotion inductions (happiness, sadness, embarrassment) than in control group participants (neutral induction). Using the diffusion model ( Ratcliff, 1978 ) to resolve the data into meaningful parameters that correspond to specific psychological components, we found that emotion induction only modulated the parameter reflecting the physiological and/or attentional orienting components, whereas the executive, lexical, and strategic components were not altered. These results suggest that emotional states have an impact on the low-level mechanisms underlying mental chronometric tasks.


2013 ◽  
Vol 39 (2) ◽  
pp. 529-551 ◽  
Author(s):  
Yasushi Hino ◽  
Yuu Kusunose ◽  
Stephen J. Lupker ◽  
Debra Jared

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