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多模态虚拟环境中情感状态的神经基础:对无聊感的贡献。

Neural networks underlying affective states in a multimodal virtual environment: contributions to boredom.

机构信息

Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, RWTH Aachen University Aachen, Germany ; Department of Psychiatry, Psychotherapy and Psychosomatics, RWTH Aachen University Aachen, Germany.

Department of Psychiatry, Psychotherapy and Psychosomatics, RWTH Aachen University Aachen, Germany ; Jülich-Aachen Research Alliance (JARA)-Translational Brain Medicine Jülich, Germany.

出版信息

Front Hum Neurosci. 2013 Nov 28;7:820. doi: 10.3389/fnhum.2013.00820. eCollection 2013.

Abstract

The interaction of low perceptual stimulation or goal-directed behavior with a negative subjective evaluation may lead to boredom. This contribution to boredom may shed light on its neural correlates, which are poorly characterized so far. A video game served as simulation of free interactive behavior without interruption of the game's narrative. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during functional magnetic resonance imaging (fMRI). Two independent coders performed the time-based analysis of the audio-visual game content. Boredom was operationalized as interaction of prolonged absence of goal-directed behavior with lowered affect in the Positive and Negative Affect Schedule (PANAS). A decrease of positive affect (PA) correlated with response amplitudes in bilateral insular clusters extending into the amygdala to prolonged inactive phases in a game play and an increase in negative affect (NA) was associated with higher responses in bilateral ventromedial prefrontal cortex (vmPFC). Precuneus and hippocampus responses were negatively correlated with changes in NA. We describe for the first time neural contributions to boredom, using a video game as complex virtual environment. Further our study confirmed that PA and NA are separable constructs, reflected by distinct neural patterns. PA may be associated with afferent limbic activity whereas NA with affective control.

摘要

低感知刺激或目标导向行为与负面主观评价的相互作用可能导致无聊。这种对无聊感的贡献可能有助于揭示其神经相关性,目前对其神经相关性的了解还很有限。一个视频游戏模拟了自由互动的行为,而不会中断游戏的叙述。13 名德国男性志愿者在功能磁共振成像 (fMRI) 期间玩第一人称射击游戏 (战术行动:恐怖袭击)。两位独立的编码员对视听游戏内容进行了基于时间的分析。无聊感被定义为目标导向行为的长时间缺失与正性和负性情绪量表 (PANAS) 中情绪降低的相互作用。积极情绪 (PA) 的减少与游戏过程中长时间不活跃阶段双侧岛叶集群的反应幅度相关,而消极情绪 (NA) 的增加与双侧腹内侧前额叶皮层 (vmPFC) 的更高反应相关。扣带回和海马的反应与 NA 的变化呈负相关。我们首次使用视频游戏作为复杂的虚拟环境来描述无聊感的神经贡献。此外,我们的研究还证实,PA 和 NA 是可分离的结构,反映在不同的神经模式中。PA 可能与传入边缘活动有关,而 NA 与情感控制有关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4cce/3842844/fe03785ae804/fnhum-07-00820-g0001.jpg

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