Yokota Yusuke, Naruse Yasushi
Center for Information and Neural Networks (CiNet), National Institute of Information and Communications Technology and Osaka University, Kobe, Japan.
Front Hum Neurosci. 2021 Jun 3;15:536288. doi: 10.3389/fnhum.2021.536288. eCollection 2021.
Feedback outcomes are generally classified into positive and negative feedback. People often predict a feedback outcome with information that is based on both objective facts and uncertain subjective information, such as a mood. For example, if an action leads to good results consecutively, people performing the action overestimate the behavioral result of the next action. In electroencephalogram measurements, negative feedback evokes negative potential, called feedback negativity, and positive feedback evokes positive potential, called reward positivity. The present study investigated the relationship between the degree of the mood caused by the feedback outcome and the error-related brain potentials. We measured the electroencephalogram activity while the participants played a virtual reality shooting game. The experimental task was to shoot down a cannonball flying toward the player using a handgun. The task difficulty was determined from the size and curve of the flying cannonball. These gaming parameters affected the outcome probability of shooting the target in the game. We also implemented configurations in the game, such as the player's life points and play times. These configurations affected the outcome magnitude of shooting the target in the game. Moreover, we used the temporal accuracy of shooting in the game as the parameter of the mood. We investigated the relationship between these experimental features and the event-related potentials using the single-trial-based linear mixed-effects model analysis. The feedback negativity was observed at an error trial, and its amplitude was modulated with the outcome probability and the mood. Conversely, reward positivity was observed at hit trials, but its amplitude was modulated with the outcome probability and outcome magnitude. This result suggests that feedback negativity is enhanced according to not only the feedback probability but also the mood that was changed depending on the temporal gaming outcome.
反馈结果通常分为正反馈和负反馈。人们常常依据基于客观事实和不确定主观信息(如情绪)的信息来预测反馈结果。例如,如果一个行为连续带来好的结果,执行该行为的人会高估下一个行为的结果。在脑电图测量中,负反馈会诱发负电位,称为反馈负波,正反馈会诱发正电位,称为奖赏正波。本研究调查了反馈结果所引发的情绪程度与错误相关脑电位之间的关系。我们在参与者玩虚拟现实射击游戏时测量了脑电图活动。实验任务是用手枪击落飞向玩家的炮弹。任务难度由飞行炮弹的大小和曲线决定。这些游戏参数影响了游戏中击中目标的结果概率。我们还在游戏中设置了一些参数,如玩家的生命值和游戏次数。这些参数影响了游戏中击中目标的结果大小。此外,我们将游戏中射击的时间准确性作为情绪的参数。我们使用基于单次试验的线性混合效应模型分析来研究这些实验特征与事件相关电位之间的关系。在错误试验中观察到反馈负波,其幅度受结果概率和情绪的调节。相反,在击中试验中观察到奖赏正波,但其幅度受结果概率和结果大小的调节。这一结果表明,反馈负波不仅会根据反馈概率增强,还会根据因游戏时间结果而改变的情绪增强。