Bavelier D, Achtman R L, Mani M, Föcker J
Rochester Center for Brain Imaging, Rochester, NY 14627-8917, USA.
Vision Res. 2012 May 15;61:132-43. doi: 10.1016/j.visres.2011.08.007. Epub 2011 Aug 16.
Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information.
在过去几年中,玩动作电子游戏这一行为已被证明能增强视觉选择性注意的几个不同方面,但对于介导这种注意力益处的神经机制却知之甚少。对动作游戏玩家注意力增强方面的一项综述表明,控制注意力分配及其效率的机制存在变化(休伯特 - 瓦兰德、格林和巴维利尔,2010年)。本研究通过比较动作游戏玩家与非游戏玩家在注意力需求增加时的注意力网络募集和干扰项处理情况,利用脑成像来检验这一假设。结果发现,与非游戏玩家相比,移动干扰项在游戏玩家中引起的视觉运动敏感区域(MT/MST)激活较少,这表明游戏玩家对无关信息有更好的早期过滤。正如预期的那样,随着非游戏玩家注意力需求的增加,一个额叶 - 顶叶区域网络显示出更大的募集。相比之下,随着注意力需求的增加,游戏玩家几乎没有激活这个网络。据推测,额叶 - 顶叶网络控制自上而下注意力的灵活分配,其活动减少与以下观点相符:动作游戏玩家可能更自动地分配注意力资源,这可能使他们能够更有效地对无关信息进行早期过滤。