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自愿完成的、真实和虚拟的暴力和非暴力电脑游戏场景中,玩家和非玩家对预设动作的神经处理。

The neural processing of voluntary completed, real and virtual violent and nonviolent computer game scenarios displaying predefined actions in gamers and nongamers.

机构信息

University of Bremen, Bremen, Germany.

出版信息

Soc Neurosci. 2010;5(2):221-40. doi: 10.1080/17470910903315989. Epub 2009 Oct 12.

Abstract

Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion.

摘要

研究暴力电脑和视频游戏对玩家的影响得出了不同的结果。人们普遍认为,那些过度玩这些游戏的人,其区分虚拟和现实的能力会下降。本研究采集了一组有(游戏者)和没有(对照组)长期暴力电脑游戏经历的年轻男性的 fMRI 数据,让他们观看电脑游戏和现实视频片段。与非暴力相比,游戏者在处理真实暴力时,右侧额下回、左侧舌回和颞上回等脑区会出现激活簇。而在处理虚拟暴力时,激活网络则包括双侧额下回、枕叶、中央后回、右侧颞中回和左侧梭状回。对照组在处理真实暴力时,左侧额区、脑岛和额上回会出现扩展激活,而在处理虚拟暴力场景时,后区会出现激活。这些数据表明,长期玩暴力视频游戏并没有削弱玩家自动区分真实和虚拟暴力的能力,也没有使玩家对真实暴力的神经反应特别脱敏。然而,对个体数据的分析表明,组相关分析仅反映了实际个体不同神经网络参与的一小部分,这表明考虑个体的学习历史就足以进行目前的讨论。

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