Mathiak Klaus, Weber René
Department of Psychiatry & Psychotherapy, RWTH Aachen University, Aachen, Germany.
Hum Brain Mapp. 2006 Dec;27(12):948-56. doi: 10.1002/hbm.20234.
Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games.
现代电子游戏代表着高度先进的虚拟现实模拟,且常常包含虚拟暴力内容。对于大量年轻男性而言,玩电子游戏是日常活动,几乎成为一种自然行为。在游戏过程中通过功能磁共振成像(fMRI)记录大脑激活情况,可能反映现实生活行为的神经元关联。我们使用失真和去相位降低的fMRI(3T;单次激发三回波平面成像[EPI]),记录了13名经验丰富的游戏玩家(年龄在18 - 26岁之间;平均每周玩14小时)在玩一款暴力第一人称射击游戏(一种以自我视角进行的暴力电脑游戏)时的大脑活动。对视频和声音进行100毫秒时间分辨率的内容分析,获取了相关行为变量。这些变量解释了大型分布式网络中显著的信号方差。在事件相关设计中,暴力场景的出现揭示了显著的神经元关联。背侧激活以及前额叶前扣带回和杏仁核的失活,是与虚拟暴力相关的中额叶模式的特征。在这些区域,统计数据和效应大小可被视为较大。优化后的成像策略允许在基础脑结构处以良好的图像质量进行单受试者和单试验分析。我们提出,虚拟环境可用于研究通过内容分析确定的参与半自然行为的神经元过程。重要的是,激活模式反映的是大脑与环境的相互作用,而非经典实验设计中观察到的刺激反应。我们将我们的研究结果与关于玩第一人称射击游戏的社会影响的一般讨论联系起来。