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The effects of an action video game on visual and affective information processing

机译:动作视频游戏对视觉和情感信息处理的影响

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Playing action video games can have beneficial effects on visuospatial cognition and negative effects on social information processing. However, these two effects have not been demonstrated in the same individuals in a single study. The current study used event-related brain potentials (ERPs) to examine the effects of playing an action or non-action video game on the processing of emotion in facial expression. The data revealed that 10 h of playing an action or non-action video game had differential effects on the ERPs relative to a no-contact control group. Playing an action game resulted in two effects: one that reflected an increase in the amplitude of the ERPs following training over the right frontal and posterior regions that was similar for angry, happy, and neutral faces; and one that reflected a reduction in the allocation of attention to happy faces. In contrast, playing a non-action game resulted in changes in slow wave activity over the central-parietal and frontal regions that were greater for targets (i.e., angry and happy faces) than for non-targets (i.e., neutral faces). These data demonstrate that the contrasting effects of action video games on visuospatial and emotion processing occur in the same individuals following the same level of gaming experience. This observation leads to the suggestion that caution should be exercised when using action video games to modify visual processing, as this experience could also have unintended effects on emotion processing.
机译:玩动作视频游戏可以对视觉空间认知产生有益影响,而对社交信息处理则具有负面影响。但是,这两项影响尚未在同一项研究中的同一个人中得到证实。当前的研究使用事件相关的脑电势(ERP)来检查玩有动作或无动作视频游戏对面部表情中情绪处理的影响。数据显示,与不接触对照组相比,玩动作或非动作视频游戏10小时对ERP的影响不同。玩动作游戏会产生两种效果:一种反映了在右前部和后部区域进行训练后,ERP幅度的增加,这与生气,高兴和中立的面孔相​​似。反映减少了对笑脸的关注。相反,玩非动作游戏会导致中顶顶和额叶区域的慢波活动变化,对目标(即生气和高兴的脸)的影响要大于对非目标(即中性脸)的影响。这些数据表明,动作视频游戏对视觉空间和情感处理的对比作用发生在同一个人中,并且具有相同的游戏体验水平。这种观察结果表明,在使用动作视频游戏修改视觉处理时应谨慎行事,因为这种体验可能还会对情绪处理产生意想不到的影响。

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