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For a crowd simulation, created by using force fields(Force) to generate limited particle displacement [simulating a "PARTING EFFECT"],how can one restrict influence of the Effector to only the particles close to the Effector Object and not have any influence on the particles which are away from the Effector?

In this simulation[Gravity=OFF],the force field is set to the lowest effecting Strength(= 0.1) to cause any resonable particle displacement,but all particles are getting affected.

There is no effect on setting Field Weights by Weight Painting the particle emitting Object and with no way to assign separate Vertex groups of Emitter Regions in the same particle emitting object,how can one cause two different Particle behaviours in the same Particle System and using the same Force Field?
Field Forces
Particle Simulation

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Use the Falloff on your effector, enter a power value (here 4.3) and limit it's maximum distance to whatever suit your scene.

enter image description here

Also add a drag force, and set it up like in the screenshot, to avoid the cubes flying away after they were pushed (the drag isn't shown in my gif just to be clear)enter image description here.

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Although the solution by @Arthur Blaquart can be accepted as an Answer,there is still some undesired spilling of the particles beyond the resting plane's particle perimeter .No matter how much the Drag/Falloff is varied, the Force Field spills the particles beyond the plane (for lower values) or completely stalls their movement(for higher values).

As I had already achieved the desired result,thought I would share the additional steps required to camouflage this spillover.

1.Separate region into areas which are affected and which remain unaffected by the particle system -Affected and Unaffected.This can be done in Edit mode by selecting the necessary Faces and using Split(Y) & Separate By Loose parts(P) commands.
enter image description here

2.Create Separate Particle Systems for the 2 regions. Main difference in the Particle Systems being Force Fields Weights -
Affected Region - 1.000
Unaffected Region - 0.000
Also ,refer the image below for additional particle system settings(Force Field => Force-Strength = 1 )
Affected Particle System Settings enter image description here

3.Now when the Effector "Sphere" affects the particle "Cubes" , the additional spillover gets camouflaged ,as they hide within the particles created in the Unaffected plane.Inorder to morph the ground plane's split,add an additional plane underneath it (with same material).
enter image description here

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