McCabe Jonathan A, Tobler Phillipe N, Schultz Wolfram, Dickinson Anthony, Lupson Victoria, Fletcher Paul C
Department of Psychiatry, University of Cambridge, Cambridge CB2 2QQ, United Kingdom.
J Neurosci. 2009 Jan 28;29(4):1046-51. doi: 10.1523/JNEUROSCI.3938-08.2009.
A stimulus, by virtue of its pairing with a rewarding or an aversive outcome, can acquire motivating properties reflecting that outcome. However, there is uncertainty concerning the extent to which such properties might be carried across contexts. In the current study we sought to determine whether conditioning-dependent motivational properties can transfer from a computer game to the real world and, further, whether this conditioning might be expressed in terms of brain responses measured using functional magnetic resonance imaging (fMRI). We studied healthy participants conditioned with aversive and appetitive drinks in the context of a virtual cycling race. Three days after conditioning, participants returned for a fMRI session. We took this opportunity to observe the impact of incidental presentation of conditioned stimuli on a real-world decision (seat choice). We found a significant influence of conditioning on seat choice and, moreover, noted that individual susceptibility to this influence was reflected in differential insula cortex responses during subsequent scanning. The choice was also predicted by participants' personality scores and, as a statistical trend (p=0.07), by their sense of immersion in the game environment. Our data show that motivational properties of stimuli can transfer from the virtual to the real world. While much concern has been expressed over the impact of virtual experience on general levels of aggression and mood, our data point to another important consideration: the fact that a stimulus in the virtual environment can acquire motivational properties that persist and modify behavior in the real world.
凭借与奖励性或厌恶性结果的配对,刺激可以获得反映该结果的激励属性。然而,关于这些属性在多大程度上可以跨情境传递存在不确定性。在当前的研究中,我们试图确定依赖于条件作用的激励属性是否可以从电脑游戏转移到现实世界,并且进一步确定这种条件作用是否可以通过使用功能磁共振成像(fMRI)测量的大脑反应来体现。我们研究了在虚拟自行车比赛情境中接受厌恶性和愉悦性饮料条件作用的健康参与者。条件作用三天后,参与者返回进行fMRI实验。我们利用这个机会观察条件刺激的偶然呈现对现实世界决策(座位选择)的影响。我们发现条件作用对座位选择有显著影响,而且注意到个体对这种影响的易感性在随后的扫描过程中通过脑岛皮质的不同反应得以体现。选择还可以由参与者的个性得分预测,并且作为一种统计趋势(p = 0.07),由他们在游戏环境中的沉浸感预测。我们的数据表明刺激的激励属性可以从虚拟世界转移到现实世界。虽然人们对虚拟体验对总体攻击水平和情绪的影响表达了很多担忧,但我们的数据指出了另一个重要的考虑因素:虚拟环境中的刺激可以获得在现实世界中持续存在并改变行为的激励属性这一事实。