Department of Cognitive Sciences, University of California, Irvine, CA 92617, USA.
Brain Topogr. 2013 Jan;26(1):83-97. doi: 10.1007/s10548-012-0232-3. Epub 2012 May 22.
We investigated the psychophysical and neurophysiological differences between fast-action video game players (specifically first person shooter players, FPS) and non-action players (role-playing game players, RPG) in a visual search task. We measured both successful detections (hit rates) and steady-state visually evoked EEG potentials (SSVEPs). Search difficulty was varied along two dimensions: number of adjacent attended and ignored regions (1, 2 and 4), and presentation rate of novel search arrays (3, 8.6 and 20 Hz). Hit rates decreased with increasing presentation rates and number of regions, with the FPS players performing on average better than the RPG players. The largest differences in hit rate, between groups, occurred when four regions were simultaneously attended. We computed signal-to-noise ratio (SNR) of SSVEPs and used partial least squares regression to model hit rates, SNRs and their relationship at 3 Hz and 8.6 Hz. The following are the most significant results: RPG players' parietal responses to the attended 8.6 Hz flicker were predictive of hit rate and were positively correlated with it, indicating attentional signal enhancement. FPS players' parietal responses to the ignored 3 Hz flicker were predictive of hit rate and were positively correlated with it, indicating distractor suppression. Consistent with these parietal responses, RPG players' frontal responses to the attended 8.6 Hz flicker, increased as task difficulty increased with number of regions; FPS players' frontal responses to the ignored 3 Hz flicker increased with number of regions. Thus the FPS players appear to employ an active suppression mechanism to deploy selective attention simultaneously to multiple interleaved regions, while RPG primarily use signal enhancement. These results suggest that fast-action gaming can affect neural strategies and the corresponding networks underlying attention, presumably by training mechanisms of distractor suppression.
我们在视觉搜索任务中研究了快速动作视频游戏玩家(特别是第一人称射击游戏玩家,FPS)和非动作玩家(角色扮演游戏玩家,RPG)之间的心理物理学和神经生理学差异。我们测量了成功检测(命中率)和稳态视觉诱发脑电图(SSVEP)。搜索难度沿两个维度变化:相邻关注和忽略区域的数量(1、2 和 4)以及新搜索数组的呈现率(3、8.6 和 20 Hz)。命中率随着呈现率和区域数量的增加而降低,FPS 玩家的表现平均优于 RPG 玩家。当四个区域同时被关注时,命中率的组间差异最大。我们计算了 SSVEP 的信噪比(SNR),并使用偏最小二乘回归来模拟 3 Hz 和 8.6 Hz 时的命中率、SNR 及其关系。以下是最重要的结果:RPG 玩家对关注的 8.6 Hz 闪烁的顶叶反应可预测命中率,并且与命中率呈正相关,表明注意力信号增强。FPS 玩家对忽略的 3 Hz 闪烁的顶叶反应可预测命中率,并且与命中率呈正相关,表明分心物抑制。与这些顶叶反应一致,随着区域数量的增加,RPG 玩家对关注的 8.6 Hz 闪烁的额叶反应增加;FPS 玩家对忽略的 3 Hz 闪烁的额叶反应随着区域数量的增加而增加。因此,FPS 玩家似乎采用主动抑制机制同时将选择性注意力部署到多个交错区域,而 RPG 主要使用信号增强。这些结果表明,快速动作游戏可以通过训练分心物抑制机制来影响注意力的神经策略和相应网络。