流状态并不伴有额中线θ活动:对 700 多场视频游戏的脑电图调查

bioRxiv Pub Date : 2024-07-16 DOI:10.1101/2024.07.11.603158
Hirotaka Sugino, Takuya Ideriha, Ryoichiro Yamazaki, Junichi Ushiyama
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引用次数: 0

摘要

人们有时会在运动或玩视频游戏时体验到一种 "流动状态"--其特征是注意力高度集中、时间扭曲和失去自我意识。之前使用简单实验室任务进行的神经心理学研究报告称,流动状态与额叶的激活有关,反映在内侧前额叶区域的θ(4-7赫兹)带节律神经活动(额叶-中线θ[FMT]活动)中。然而,之前的研究结果可能存在问题,因为它们没有恰当地捕捉到与流动状态相关的神经活动,原因如下:1)它们使用了不熟悉且缺乏激励性的任务;2)它们将流动状态的神经基础定义为在最佳难度任务中出现的神经活动,而忽略了流动状态主观体验中试验与试验之间的差异;3)实验持续时间或试验次数不足以捕捉罕见的流动体验;或4)它们忽略了与流动体验相关的神经活动的个体差异。因此,我们在实验范式中研究了流动状态与通过头皮脑电图记录的 FMT 活动之间的关系,以解决上述四个问题。首先,参与者玩他们最喜欢的竞技电子游戏,这些游戏是他们经常玩的。其次,通过采用等级匹配法来直接检验主观血流水平和脑电活动在不同试验中的相关性,从而尽可能保持任务难度的一致性。第三,为了解决 "流动体验 "出现频率低的问题,每位参与者在 10 天内完成了 100 多次试验。最后,我们采用了参与者内部统计方法来研究流动体验性质的个体差异。结果显示,七名参与者中有六名的 FMT 活动与主观流动程度之间没有相关性,这与之前的报道相反。我们的研究结果对传统观点提出了挑战,即 FMT 活动所反映的额叶活动有助于进入流动状态。
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The flow state is not accompanied by frontal-midline theta activity: An EEG investigation of more than 700 video gameplay sessions
People sometimes experience a “flow state”—characterized by hyperfocus, time distortion, and loss of self-awareness—during sports or video gameplay. Previous neuropsychological studies using simple laboratory tasks have reported that the flow state is associated with activation in the frontal lobe, reflected in theta (4–7 Hz) band rhythmic neural activity in medial prefrontal regions (frontal-midline theta [FMT] activity). However, the findings of previous studies might be problematic because they did not appropriately capture the neural activity associated with the flow state for the following reasons: 1) they used unfamiliar and unmotivating tasks; 2) they defined the neural basis of the flow state as neural activity occurring during tasks of optimal difficulty, disregarding trial-to-trial variations in subjective experience of the flow state; 3) the duration of the experiment or the number of trials was not sufficient to capture the rare experience of flow; or 4) they ignored individual differences in neural activities related to flow experiences. Thus, we examined the relationship between the flow state and FMT activity, recorded via scalp electroencephalography, in an experimental paradigm that addressed these four issues. First, participants played their favorite competitive video games, which they had been routinely playing. Second, task difficulty was kept as uniform as possible across trials by employing rank matching to directly examine the correlation between subjective flow level and FMT activity across trials. Third, to address the concern regarding the low frequency of the flow experience, more than 100 trials were completed over 10 days by each participant. Lastly, we adopted a within-participant statistical approach to examine individual differences in the nature of the flow experience. The results showed no correlation between FMT activity and the degree of subjective flow in six out of seven participants, contrary to previous reports. Our results challenge the conventional view that frontal lobe activity, as reflected in FMT activity, is instrumental in entering into the flow state.
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