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Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies

机译:习惯性的视频游戏玩法与尾状核依赖的导航策略相关

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摘要

The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime.
机译:电子游戏的习惯性玩法与纹状体中灰质的增加和活动的增加有关。对人类和啮齿动物的研究表明,纹状体中的灰质与海马体之间呈反比关系。我们调查了动作视频游戏的玩法是否也与导航过程中响应学习策略的使用增加有关,在双重解决方案任务中出现时,已知该行为依赖于纹状体的尾状核。我们在4对8虚拟迷宫和视觉注意力事件相关电位(ERP)任务上测试了26个动作视频游戏玩家(actionVGPs)和33个非动作视频游戏玩家(nonVGPs),该任务引发了强大的N-2 -后控制(N2pc)组件。我们发现,与非VGP(42.42%)相比,actionVGP具有使用响应学习策略的可能性(80.76%)显着更高。与以前的证据一致,actionVGP和nonVGP在ERP视觉注意任务期间在引出的N2pc组件中观察到的将视觉注意力部署到中心和外围目标的方式有所不同。在actionVGP中增加使用响应策略与先前观察到的视频游戏玩家(VGP)纹状体体积增加一致。使用反应策略会减少海马中的灰质。先前的研究表明,海马体积减少是在许多神经系统疾病和精神疾病发作之前出现的。如果像响应学习者通常那样,actionVGP在海马中的灰质含量较低,那么这些人一生中可能会患上神经系统疾病和精神疾病。

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