首页> 外文期刊>Behavioral and Brain Functions >Perspective and agency during video gaming influences spatial presence experience and brain activation patterns
【24h】

Perspective and agency during video gaming influences spatial presence experience and brain activation patterns

机译:视频游戏中的视角和动作影响空间存在体验和大脑激活模式

获取原文
           

摘要

Background The experience of spatial presence (SP), i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1) if he were actually located (self-location) and 2) able to act in the virtual environment (possible actions). In this study, two main media factors (perspective and agency) were investigated while participants played a commercially available video game. Methods The differences in SP experience and associated brain activation were compared between the conditions of game play in first person perspective (1PP) and third person perspective (3PP) as well as between agency, i.e., active navigation of the video game character (active), and non-agency, i.e., mere passive observation (passive). SP was assessed using standard questionnaires, and brain activation was measured using electroencephalography (EEG) and sLORETA source localisation (standard low-resolution brain electromagnetic tomography). Results Higher SP ratings were obtained in the 1PP compared with the 3PP condition and in the active compared with the passive condition. On a neural level, we observed in the 1PP compared with the 3PP condition significantly less alpha band power in the parietal, the occipital and the limbic cortex. In the active compared with the passive condition, we uncovered significantly more theta band power in frontal brain regions. Conclusion We propose that manipulating the factors perspective and agency influences SP formation by either directly or indirectly modulating the ego-centric visual processing in a fronto-parietal network. The neuroscientific results are discussed in terms of the theoretical concepts of SP.
机译:背景技术如果个人将自己视为1)如果自己实际位于(自我定位)以及2)能够在虚拟环境中行动,那么就会出现空间存在(SP)的经验,即在虚拟环境中存在的感觉。环境(可能采取的措施)。在这项研究中,参与者在玩市售的视频游戏时,调查了两个主要的媒体因素(视角和代理商)。方法比较第一人称视角(1PP)和第三人称视角(3PP)玩法的条件以及代理之间(即视频游戏角色的主动导航(主动))在SP体验和相关的大脑激活方面的差异。以及非代理商,即纯粹的被动观察(被动)。使用标准调查表评估SP,并使用脑电图(EEG)和sLORETA源定位(标准低分辨率脑电磁层析成像)测量大脑的活动。结果与3PP相比,在1PP中获得了更高的SP等级,与被动相比,在主动中获得了更高的SP等级。在神经水平上,我们观察到在1PP与3PP情况相比,顶叶,枕叶和边缘皮质的α带功率显着降低。与被动状态相比,在主动状态下,我们发现额叶脑区的θ带功率显着增加。结论我们建议通过直接或间接地调节额顶网络中以自我为中心的视觉处理来操纵因素的观点和机构影响SP的形成。根据SP的理论概念讨论了神经科学的结果。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号