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  • 标题:Reward system and temporal pole contributions to affective evaluation during a first person shooter video game
  • 本地全文:下载
  • 作者:Krystyna A Mathiak ; Martin Klasen ; René Weber
  • 期刊名称:BMC Neuroscience
  • 印刷版ISSN:1471-2202
  • 电子版ISSN:1471-2202
  • 出版年度:2011
  • 卷号:12
  • 期号:1
  • 页码:1
  • DOI:10.1186/1471-2202-12-66
  • 语种:English
  • 出版社:BioMed Central
  • 摘要:Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game ( Tactical Ops: Assault on Terror ) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.
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