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注意调制作为增强面部情绪识别的机制:以动作视频游戏玩家为例。

Attentional modulation as a mechanism for enhanced facial emotion discrimination: The case of action video game players.

机构信息

Faculty of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland.

Campus Biotech, University of Geneva, Geneva, Switzerland.

出版信息

Cogn Affect Behav Neurosci. 2023 Apr;23(2):276-289. doi: 10.3758/s13415-022-01055-3. Epub 2023 Jan 20.

DOI:10.3758/s13415-022-01055-3
PMID:36670293
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10050043/
Abstract

Action video game players (AVGPs) outperform nonvideo game players (NVGPs) on a wide variety of attentional tasks, mediating benefits to perceptual and cognitive decision processes. A key issue in the literature is the extent to which such benefits transfer beyond cognition. Using steady-state visual evoked potentials (SSVEP) as a neural measure of attentional resource allocation, we investigated whether the attentional benefit of AVGPs generalizes to the processing of rapidly presented facial emotions. AVGPs (n = 36) and NVGPs (n = 32) performed a novel, attention-demanding emotion discrimination task, requiring the identification of a target emotion in one of two laterally presented streams of emotional faces. The emotional faces flickered at either 2.0 Hz or 2.5 Hz. AVGPs outperformed NVGPs at detecting the target emotions regardless of the type of emotion. Correspondingly, attentional modulation of the SSVEP at parieto-occipital recording sites was larger in AVGPs compared with NVGPs. This difference appeared to be driven by a larger response to attended information, as opposed to a reduced response to irrelevant distractor information. Exploratory analyses confirmed that this novel paradigm elicited the expected pattern of event-related potentials associated with target detection and error processing. These components did not, however, differ between groups. Overall, the results indicate enhanced discrimination of facial emotions in AVGPs arising from enhanced attentional processing of emotional information. This presents evidence for the attentional advantage of AVGPs to extend beyond perceptual and cognitive processes.

摘要

动作视频游戏玩家(AVGPs)在各种注意力任务上优于非视频游戏玩家(NVGPs),这对感知和认知决策过程有促进作用。文献中的一个关键问题是,这种优势在多大程度上可以超越认知。我们使用稳态视觉诱发电位(SSVEP)作为注意力资源分配的神经测量指标,研究了 AVGPs 的注意力优势是否可以推广到快速呈现的面部情绪处理。AVGPs(n=36)和 NVGPs(n=32)执行了一项新颖的、需要注意力的情绪辨别任务,要求在两个同时呈现的情绪面孔流中识别目标情绪。情绪面孔以 2.0 Hz 或 2.5 Hz 的频率闪烁。无论情绪类型如何,AVGPs 在检测目标情绪方面的表现都优于 NVGPs。相应地,与 NVGPs 相比,在顶枕部记录点的 SSVEP 注意力调制更大。这种差异似乎是由对关注信息的更大反应驱动的,而不是由对不相关干扰信息的反应减少驱动的。探索性分析证实,这种新的范式引发了与目标检测和错误处理相关的预期事件相关电位模式。然而,这些组之间没有差异。总体而言,结果表明 AVGPs 对面部情绪的辨别能力增强,这是由于对情绪信息的注意力处理增强所致。这为 AVGPs 的注意力优势不仅限于感知和认知过程提供了证据。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/657b9be7c0f8/13415_2022_1055_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/a713d94a9a67/13415_2022_1055_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/5d131fdaef09/13415_2022_1055_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/ddaa14bf2bd3/13415_2022_1055_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/657b9be7c0f8/13415_2022_1055_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/a713d94a9a67/13415_2022_1055_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/5d131fdaef09/13415_2022_1055_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/ddaa14bf2bd3/13415_2022_1055_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4e2b/10050043/657b9be7c0f8/13415_2022_1055_Fig4_HTML.jpg

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本文引用的文献

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Ten simple rules to study distractor suppression.十条简单规则学习抑制分心物。
Prog Neurobiol. 2022 Jun;213:102269. doi: 10.1016/j.pneurobio.2022.102269. Epub 2022 Apr 12.
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Action video game play facilitates "learning to learn".动作视频游戏有助于“学会学习”。
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Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.不敏感的玩家?暴力电子游戏暴露与负面情绪识别之间的关系。
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The SSVEP tracks attention, not consciousness, during perceptual filling-in.在感知填补期间,SSVEP 追踪的是注意力,而不是意识。
Elife. 2020 Nov 10;9:e60031. doi: 10.7554/eLife.60031.
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Emotion perception in habitual players of action video games.习惯性动作视频游戏玩家的情绪感知。
Emotion. 2021 Sep;21(6):1324-1339. doi: 10.1037/emo0000740. Epub 2020 Jul 6.
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Too little, too late, and in the wrong place: Alpha band activity does not reflect an active mechanism of selective attention.太少、太迟、且位置不对:α 波段活动并不能反映选择性注意的主动机制。
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Top-Down Attention Is Limited Within but Not Between Feature Dimensions.自上而下的注意力仅在特征维度内受限,而不在特征维度间受限。
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