Zvyagintsev M, Klasen M, Weber R, Sarkheil P, Esposito F, Mathiak K A, Schwenzer M, Mathiak K
Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany; IZKF Aachen, RWTH Aachen University, Germany.
Department of Psychiatry, Psychotherapy, and Psychosomatics, RWTH Aachen University, Germany; JARA-Translational Brain Medicine, RWTH Aachen University, Germany.
Neuroscience. 2016 Apr 21;320:247-58. doi: 10.1016/j.neuroscience.2016.01.056. Epub 2016 Feb 8.
In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games.
在暴力电子游戏中,玩家会参与虚拟攻击行为。接触虚拟攻击行为会引起玩家行为的短期变化。在之前的一项研究中,赛车游戏《横冲直撞:终极杀戮2000》的暴力相关版本相较于非暴力相关版本,增加了攻击性情感、认知和行为。本研究调查了玩这两个版本电子游戏时神经网络活动的差异。功能磁共振成像(fMRI)记录了18名年轻男性玩暴力相关和非暴力相关版本《横冲直撞》电子游戏时的大脑活动。使用独立成分分析(ICA)将图像时间序列分解为功能连接(FC)模式,通过模板匹配得到与已建立的功能性脑网络的映射。FC模式显示,与非暴力相关条件相比,在暴力相关条件下6个脑网络内的连接性降低:三个感觉运动网络、奖赏网络、默认模式网络(DMN)和右侧额顶网络。玩暴力赛车游戏可能会改变功能性脑连接,特别是在控制事件频率后,奖赏网络和DMN中的功能性脑连接。这些变化可能是玩暴力电子游戏后观察到的攻击性情感、认知和行为短期增加的基础。