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The neural processing of voluntary completed, real and virtual violent and nonviolent computer game scenarios displaying predefined actions in gamers and nongamers.

机译:对自愿完成的,真实的和虚拟的暴力和非暴力计算机游戏场景的神经处理,显示游戏者和非游戏者中的预定义动作。

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摘要

Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion.
机译:调查暴力计算机和视频游戏的影响的研究导致了不同的结果。假定在密集玩这些游戏的人中,区分虚拟性和现实的能力降低了。在展示计算机游戏和真实视频序列的过程中,获得了一组年轻男性的FMRI数据,这些男性具有(游戏者)和没有(长期)计算机游戏的长期暴力经历。在游戏玩家中,与非暴力相反,真实暴力的处理在右下额叶,左舌和颞上脑区域产生了激活簇。虚拟暴力激活了一个包括双侧下额叶,枕骨,中央后,右侧颞中部和左侧梭形区域的网络。对照参与者在处理真实暴力场景时显示出在处理真实的过程中延长了左额叶,绝缘和上额叶的激活,在处理过程中表现出了后部的激活。数据表明,暴力视频游戏的长期历史并未削弱自动区分真实暴力和虚拟暴力的能力,尤其是游戏玩家对真实暴力的神经反应也没有受到脱敏过程的影响。但是,对个人数据的分析表明,与组相关的分析仅反映了实际个人不同神经网络参与的一小部分,这表明个人学习历史的考虑足以用于本次讨论。

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