State Key Laboratory of Magnetic Resonance and Atomic and Molecular Physics, Innovation Academy for Precision Measurement Science and Technology, Chinese Academy of Sciences, Wuhan, Hubei, PR China; University of Chinese Academy of Sciences, Beijing, PR China.
State Key Laboratory of Magnetic Resonance and Atomic and Molecular Physics, Innovation Academy for Precision Measurement Science and Technology, Chinese Academy of Sciences, Wuhan, Hubei, PR China; Wuhan National Laboratory for Optoelectronics, Huazhong University of Science and Technology, Wuhan, Hubei, PR China.
Behav Brain Res. 2024 Jul 9;469:115038. doi: 10.1016/j.bbr.2024.115038. Epub 2024 May 3.
There is a trend to study human brain functions in ecological contexts and in relation to human factors. In this study, functional near-infrared spectroscopy (fNIRS) was used to record real-time prefrontal activities in 42 male university student habitual video game players when they played a round of multiplayer online battle arena game, League of Legends. A content-based event coding approach was used to analyze regional activations in relation to event type, physiological arousal indexed by heart rate (HR) change, and individual characteristics of the player. Game events Slay and Slain were found to be associated with similar HR and prefrontal responses before the event onset, but differential responses after the event onset. Ventrolateral prefrontal cortex (VLPFC) activation preceding the Slay onset correlated positively with HR change, whereas activations in dorsolateral prefrontal cortex (DLPFC) and rostral frontal pole area (FPAr) preceding the Slain onset were predicted by self-reported hours of weekly playing (HoWP). Together, these results provide empirical evidence to support the notion that event-related regional prefrontal activations during online video game playing are shaped by game mechanics, in-game dynamics of physiological arousal and individual characteristics the players.
有一种研究趋势是在生态背景下和与人为因素相关的情况下研究人类大脑功能。在这项研究中,使用功能近红外光谱(fNIRS)记录 42 名男性大学生习惯性视频游戏玩家在玩一轮多人在线战斗竞技场游戏《英雄联盟》时的实时前额叶活动。采用基于内容的事件编码方法,根据事件类型、心率(HR)变化所代表的生理唤醒以及玩家的个体特征,分析区域激活情况。发现“击杀”和“被击杀”事件在事件发生前与相似的 HR 和前额叶反应相关,但在事件发生后有不同的反应。在“击杀”事件发生前,腹外侧前额叶皮层(VLPFC)的激活与 HR 变化呈正相关,而在“被击杀”事件发生前,背外侧前额叶皮层(DLPFC)和额极区(FPAr)的激活则由每周游戏时间(HoWP)所预测。总的来说,这些结果提供了经验证据,支持了这样一种观点,即在线视频游戏过程中的与事件相关的前额叶区域激活是由游戏机制、游戏中的生理唤醒动态和玩家的个体特征所塑造的。