首页> 美国卫生研究院文献>Frontiers in Human Neuroscience >Just watching the game aint enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing
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Just watching the game aint enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

机译:仅仅观看游戏是不够的:在活跃和替代的游戏过程中纹状体核磁共振成像奖励对视频游戏中成功和失败的反应

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摘要

Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.
机译:尽管现代视听视频游戏提供的多模式刺激本身是令人愉悦的,但视频游戏玩的奖励性质也主要取决于玩家对游戏玩法的积极参与。积极参与影响多巴胺能大脑奖励电路反应的程度仍未确定。在这里,我们表明,由视频游戏中的成功(获胜)和失败(失落)引起的纹状体奖励电路响应比替代游戏性更强。十一名健康的男性都玩了一场有竞争力的第一人称射击游戏(主动玩法),并观看了预先录制的游戏视频(变态玩法),同时他们的血流动力学大脑激活通过3-特斯拉功能磁共振成像(fMRI)进行了测量。在积极和替代的游戏中,胜利和失败与对称的金钱奖励和惩罚相结合,因此在这两种情况下,外部奖励的背景保持不变。在主动和替代游戏中,获胜期间眶前额叶皮层(omPFC)的大脑激活要强于失败。相比之下,胜利和失败都抑制了活跃比赛中中脑和纹状体的激活。然而,在丢失期间,纹状体抑制,尤其是在前壳核中,比获胜事件更为明显。与操纵杆运动有关的感觉运动混淆并不能说明结果。自我评价表明,在积极活动中输掉比在替补比赛中更不愉快。我们的发现表明,纹状体对自我获得的奖励有选择地敏感,这与处理自我获得和被动获得的奖励的奖励电路的额叶部分相反。我们提出,重复获得奖励的纹状体反应取决于游戏相关的成功,这有助于视频游戏的激励。

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