Yoder Keith J, Belmonte Matthew K
Social Sciences Division, University of Chicago, USA.
J Vis Exp. 2010 Dec 16(46):2320. doi: 10.3791/2320.
Experimental paradigms are valuable insofar as the timing and other parameters of their stimuli are well specified and controlled, and insofar as they yield data relevant to the cognitive processing that occurs under ecologically valid conditions. These two goals often are at odds, since well controlled stimuli often are too repetitive to sustain subjects' motivation. Studies employing electroencephalography (EEG) are often especially sensitive to this dilemma between ecological validity and experimental control: attaining sufficient signal-to-noise in physiological averages demands large numbers of repeated trials within lengthy recording sessions, limiting the subject pool to individuals with the ability and patience to perform a set task over and over again. This constraint severely limits researchers' ability to investigate younger populations as well as clinical populations associated with heightened anxiety or attentional abnormalities. Even adult, non-clinical subjects may not be able to achieve their typical levels of performance or cognitive engagement: an unmotivated subject for whom an experimental task is little more than a chore is not the same, behaviourally, cognitively, or neurally, as a subject who is intrinsically motivated and engaged with the task. A growing body of literature demonstrates that embedding experiments within video games may provide a way between the horns of this dilemma between experimental control and ecological validity. The narrative of a game provides a more realistic context in which tasks occur, enhancing their ecological validity (Chaytor & Schmitter-Edgecombe, 2003). Moreover, this context provides motivation to complete tasks. In our game, subjects perform various missions to collect resources, fend off pirates, intercept communications or facilitate diplomatic relations. In so doing, they also perform an array of cognitive tasks, including a Posner attention-shifting paradigm (Posner, 1980), a go/no-go test of motor inhibition, a psychophysical motion coherence threshold task, the Embedded Figures Test (Witkin, 1950, 1954) and a theory-of-mind (Wimmer & Perner, 1983) task. The game software automatically registers game stimuli and subjects' actions and responses in a log file, and sends event codes to synchronise with physiological data recorders. Thus the game can be combined with physiological measures such as EEG or fMRI, and with moment-to-moment tracking of gaze. Gaze tracking can verify subjects' compliance with behavioural tasks (e.g. fixation) and overt attention to experimental stimuli, and also physiological arousal as reflected in pupil dilation (Bradley et al., 2008). At great enough sampling frequencies, gaze tracking may also help assess covert attention as reflected in microsaccades - eye movements that are too small to foveate a new object, but are as rapid in onset and have the same relationship between angular distance and peak velocity as do saccades that traverse greater distances. The distribution of directions of microsaccades correlates with the (otherwise) covert direction of attention (Hafed & Clark, 2002).
实验范式是有价值的,只要其刺激的时间和其他参数得到明确规定和控制,并且只要它们能产生与在生态有效条件下发生的认知加工相关的数据。这两个目标常常相互矛盾,因为控制良好的刺激往往过于重复,难以维持受试者的积极性。采用脑电图(EEG)的研究通常对生态效度和实验控制之间的这种困境特别敏感:要在生理平均值中获得足够的信噪比,就需要在长时间的记录过程中进行大量重复试验,这将受试者群体限制为有能力且有耐心反复执行特定任务的个体。这种限制严重制约了研究人员对较年轻人群以及与焦虑加剧或注意力异常相关的临床人群进行研究的能力。即使是成年非临床受试者,也可能无法达到其典型的表现水平或认知参与度:一个对实验任务毫无积极性、仅仅将其视为一件苦差事的受试者,在行为、认知或神经方面,与一个内在有动力且积极参与任务的受试者是不同的。越来越多的文献表明,将实验嵌入电子游戏中可能为解决实验控制和生态效度之间的这一困境提供一条出路。游戏的故事情节提供了一个更现实的任务发生背景,增强了其生态效度(Chaytor & Schmitter-Edgecombe,2003)。此外,这种背景为完成任务提供了动力。在我们的游戏中,受试者执行各种任务来收集资源、抵御海盗、拦截通信或促进外交关系。在此过程中,他们还执行一系列认知任务,包括波斯纳注意力转移范式(Posner,1980)、运动抑制的“是/否”测试、心理物理学运动连贯性阈值任务、镶嵌图形测试(Witkin,1950,1954)以及心理理论(Wimmer & Perner,1983)任务。游戏软件会自动在日志文件中记录游戏刺激以及受试者的动作和反应,并发送事件代码以与生理数据记录器同步。因此,该游戏可以与诸如EEG或fMRI等生理测量方法相结合,以及与注视的实时跟踪相结合。注视跟踪可以验证受试者对行为任务的依从性(例如注视)以及对实验刺激的明显注意力,还可以验证瞳孔扩张所反映的生理唤醒(Bradley等人,2008)。在足够高的采样频率下,注视跟踪还可能有助于评估微扫视所反映的隐蔽注意力——微扫视是一种眼动,其幅度太小以至于无法注视新物体,但起始速度与扫视相同,并且角距离与峰值速度之间的关系与跨越更大距离的扫视相同。微扫视方向的分布与(否则)隐蔽的注意力方向相关(Hafed & Clark,2002)。