The impact of acute violent videogame exposure on neurocognitive markers of empathic concern.

Mary B Ritchie, Shannon A H Compton, Lindsay D Oliver, Elizabeth Finger, Richard W J Neufeld, Derek G V Mitchell
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Abstract

Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.

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急性暴力电子游戏暴露对情感共鸣状态神经认知标记的影响。
有关暴力游戏与攻击性之间所谓联系的研究仍存在争议,原因在于研究方法、神经认知机制不明确以及未能充分考虑易感性个体差异的作用。为了帮助解决这些问题,我们使用fMRI和情感移情任务来研究急性和累积性暴力游戏暴露是否与情感移情的异常有关,情感移情是特质移情的一种功能。情感共鸣不仅能调节攻击行为,还能调节其他重要的社会功能,如同情心和亲社会行为,因此我们将情感共鸣作为研究目标。我们假设,接触暴力媒体会改变痛苦线索的厌恶价值,从而增加异常社会行为的风险。与预期相反的是,行为评分和与移情相关的大脑活动都没有因接触暴力游戏而发生变化。但值得注意的是,体感皮层和运动皮层的激活模式反映了暴力媒体暴露与特质移情之间的相互作用。因此,我们的研究结果与暴力媒体暴露和移情能力下降之间的直接关系并不一致。此外,这些结果还强调了考虑易感性的个体差异以及与社会功能相关的认知的其他方面的重要性,以便为公众提供有关安全游戏实践的最佳信息。
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