Ruifang Cui , Zihao Zheng , Lijun Jiang , Weiyi Ma , Diankun Gong , Dezhong Yao
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When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. 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引用次数: 0
摘要
过去的研究表明,参与传统的动作视频游戏和较新的类似动作的视频游戏(如动作即时战略游戏(ARSG))都能提高认知能力。然而,不同类型的视频游戏所引发的大脑皮层动态变化仍不清楚。本研究探讨了皮层网络对不同游戏类型的时间动态响应。研究人员在闭眼休息和被动观看生活模拟游戏(LSG)、第一人称射击游戏(FPS)和 ARSG 三种类型的游戏视频时获取了功能磁共振成像(fMRI)数据。数据分析采用了基于感兴趣区(ROI)的无种子共激活模式(CAP)。在比较观看动作类视频游戏(FPS 和 ARSG)与观看 LSG 时,在初级和高阶网络中观察到了显著的动态差异。在动作类视频游戏中,与观看 FPS 相比,观看 ARSG 会引起注意力控制相关 CAP 的时间分数和计数更明显的增加,同时还会增加从感觉运动相关 CAP 到注意力控制相关 CAP 的转换概率。与观看 ARSG 相比,观看 FPS 会显著增加与感觉运动相关的 CAPs 的时间分数,如果将游戏经验视为协变量的话。因此,不同的视频游戏类型,包括独特的动作类视频游戏类型,会引起全脑CAPs的独特动态模式,从而可能影响各种认知过程的发展。
Co-activation patterns during viewing of different video game genres
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG). However, the cortical dynamics elicited by different video gaming genres remain unclear. This study explored the temporal dynamics of cortical networks in response to different gaming genres. Functional magnetic resonance imaging (fMRI) data were obtained during eye-closed resting and passive viewing of gameplay videos of three genres: life simulation games (LSG), first-person shooter games (FPS), and ARSG. Data analysis used a seed-free Co-Activation Pattern (CAP) based on Regions of Interest (ROIs). When comparing the viewing of action-like video games (FPS and ARSG) to LSG viewing, significant dynamic distinctions were observed in both primary and higher-order networks. Within action-like video games, compared to FPS viewing, ARSG viewing elicited a more pronounced increase in the Fraction of Time and Counts of attentional control-related CAPs, along with an increased Transition Probability from sensorimotor-related CAPs to attentional control-related CAPs. Compared to ARSG viewing, FPS viewing elicited a significant increase in the Fraction of Time of sensorimotor-related CAPs, when gaming experience was considered as a covariate. Thus, different video gaming genres, including distinct action-like video gaming genres, elicited unique dynamic patterns in whole-brain CAPs, potentially influencing the development of various cognitive processes.
期刊介绍:
The Brain Research Bulletin (BRB) aims to publish novel work that advances our knowledge of molecular and cellular mechanisms that underlie neural network properties associated with behavior, cognition and other brain functions during neurodevelopment and in the adult. Although clinical research is out of the Journal''s scope, the BRB also aims to publish translation research that provides insight into biological mechanisms and processes associated with neurodegeneration mechanisms, neurological diseases and neuropsychiatric disorders. The Journal is especially interested in research using novel methodologies, such as optogenetics, multielectrode array recordings and life imaging in wild-type and genetically-modified animal models, with the goal to advance our understanding of how neurons, glia and networks function in vivo.