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Action video gaming and the brain: fMRI effects without behavioral effects in visual and verbal cognitive tasks

机译:动作视频游戏和大脑:功能磁共振成像在视觉和言语认知任务中没有行为影响

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Introduction In this functional magnetic resonance imaging (fMRI) study, we compared task performance together with brain activation in a visuospatial task (VST) and a letter detection task (LDT) between longtime action video gamers ( N? = ? 14) and nongamers ( N? = ? 14) in order to investigate possible effects of gaming on cognitive and brain abilities. Methods Based on previous research, we expected advantages in performance for experienced action video gamers accompanied by less activation (due to higher efficiency) as measured by fMRI in the frontoparietal attention network. Results Contrary to these expectations, we did not find differences in overall task performance, nor in brain activation during the VST. We identified, however, a significantly different increase in the BOLD signal from a baseline task to the LDT in action video gamers compared with nongamers. This increased activation was evident in a number of frontoparietal regions including the left middle paracingulate cortex, the left superior frontal sulcus, the opercular part of the left inferior frontal gyrus, and the left and right posterior parietal cortex. Furthermore, we found increased activation in the triangular part of the left inferior frontal gyrus in gamers relative to nongamers when activation during the LDT was compared with activation during the VST. Conclusions In sum, the expected positive relation between action video game experience and cognitive performance could not be confirmed. Despite their comparable task performance, however, gamers and nongamers exhibited clear‐cut differences in brain activation patterns presumably reflecting differences in neural engagement, especially during verbal cognitive tasks.
机译:引言在这项功能性磁共振成像(fMRI)研究中,我们比较了长时间动作视频游戏玩家(N?=?14)和非游戏玩家(视觉游戏者)在视觉空间任务(VST)和字母检测任务(LDT)中的任务性能与大脑激活之间的关系。 N≥14)以研究游戏对认知和大脑能力的可能影响。方法基于先前的研究,我们期望具有经验的动作视频游戏玩家在性能上具有优势,并且通过额叶前额叶功能网络中的fMRI测量,其激活较少(由于效率更高)。结果与这些期望相反,我们没有发现整体任务表现或VST期间的大脑激活存在差异。但是,我们发现与非游戏者相比,动作视频游戏者从基线任务到LDT的BOLD信号增加显着不同。这种增加的激活在许多额前额叶区域中很明显,包括左中顶索状皮层,左上额额沟,左下额回的可操作部分以及左,右后顶叶皮质。此外,当将LDT期间的激活与VST期间的激活进行比较时,我们发现相对于非游戏者,游戏者左下额回的三角形部分的激活增加。结论综上所述,无法确定动作视频游戏体验与认知表现之间预期的正相关。尽管他们的任务表现相当,但是游戏玩家和非游戏玩家在大脑激活模式上仍然表现出明显的差异,大概反映了神经参与的差异,尤其是在口头认知任务期间。

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