暴力電子游戲影響個體攻擊性的認知神經機制研究
發(fā)布時間:2019-01-07 07:33
【摘要】:近年來,暴力電子游戲引發(fā)暴力犯罪的現象時有發(fā)生。暴力電子游戲成為近幾十年來研究者們爭相探討的熱點之一,相應的研究也十分豐富。大量行為學研究已經證實,長期接觸暴力電子游戲會產生一系列的負面效應。暴力電子游戲包含的大量對人物的射擊,刀刺,拳擊,腳踢等行為,并由此促使個體產生攻擊性信念,態(tài)度,以及低水平的親社會行為和助人行為。很多研究者已經開始探查暴力電子游戲會導致攻擊性的神經方面的證據。以往有關暴力電子游戲的功能磁共振成像方面的研究往往通過兩種方法來考察接觸電子游戲暴力對個體腦區(qū)的影響:一種是前期篩選出分別具有高、低暴力電子游戲經驗的個體,考察他們在認知或情感任務時收集f MRI數據;另一種則通過隨機篩選被試的方式,將個體分為兩組,分別進行暴力電子游戲和非暴力電子游戲,考察個體在兩種游戲時或者游戲后認知相關任務時的腦區(qū)激活的差異。以往暴力電子游戲的腦機制研究較少進一步從影響個體習得暴力電子游戲的具體因素的角度來考察暴力電子游戲影響個體的腦機制,比如游戲中殺戮的道德特點可能影響了玩家的道德判斷從而發(fā)生道德歪曲;另一方面,研究者們更傾向于采用任務態(tài)的方式來考察暴力電子游戲帶來的影響,而從靜息態(tài)的角度考察長期接觸暴力電子游戲后個體腦區(qū)是否發(fā)生變化的研究還很少,靜息態(tài)功能磁共振成像技術能夠為揭示長期接觸暴力電子游戲所帶來的長時的腦區(qū)自發(fā)活動的變化帶來技術支持。因此,本研究從靜息態(tài)與任務態(tài)相結合的角度探究長時接觸暴力電子游戲對個體神經活動的影響。本研究主要考察兩個問題:(1)暴力電子游戲影響個體攻擊性的神經機制;(2)從神經機制的角度考察游戲中殺戮行為的道德特征對玩家道德判斷的影響。研究一采用靜息態(tài)磁共振掃描技術對52名被試(26名為高暴力電子游戲經驗者,26名為無暴力電子游戲經驗者)進行了靜息態(tài)磁共振掃描,考察暴力電子游戲玩家與非玩家靜息態(tài)腦網絡的差異。f ALFF指標中,與正常對照組相比,暴力電子游戲玩家組在眶額皮層,海馬旁回,顳葉中回與顳葉下回等區(qū)域發(fā)生了自發(fā)活動的減弱;而在雙側腦島,顳上回,尾狀核等區(qū)域發(fā)生了自發(fā)活動的增強。表明暴力電子游戲會影響玩家大腦的部分“默認網絡”,雙側腦島等腦區(qū),產生異常的自發(fā)活動。進一步采用基于感興趣區(qū)的功能連接分析(ROI-wise),將所得數據與Buss-Perry攻擊問卷進行分析發(fā)現,背外側前額葉與楔前葉之間的功能連接,腹內側前額葉與眶額皮層的功能連接,前扣帶皮層與杏仁核的功能連接以及左側梭狀回與左側腦島之間的功能連接均能夠負向預測個體的攻擊水平;而杏仁核與左側梭狀回之間的功能連接,左右側眶額皮層與舌回的功能連接能夠正向預測個體的攻擊水平。這些結果為暴力電子游戲游戲會影響個體攻擊性提供了靜息態(tài)腦網絡方面的證據。研究二采用2(被試類型:暴力電子游戲玩家、非玩家)*3(射殺行為:正義、非正義、基線)的實驗設計,考察個體在想象自己是暴力視頻片段中的施暴者時腦區(qū)的相應變化。利用射殺平民條件減去射殺士兵條件,即得到射殺平民相對于射殺士兵單獨激活的腦區(qū)。結果顯示,射殺平民與射殺士兵相比,在暴力游戲玩家中,激活的腦區(qū)主要有梭狀回,枕葉下回,頂葉下回。而在非玩家組激活的腦區(qū)主要有梭狀回,額下回(包括眶額皮層),顳頂聯合區(qū),以及額上回中部。二者比較發(fā)現,暴力游戲玩家相對非暴力游戲玩家沒有明顯的激活增強,而在顳上回,并在額葉的廣泛區(qū)域存在激活的減弱。腦與行為的相關分析發(fā)現,射殺平民時,與控制組相比,暴力游戲玩家在射殺平民時的內疚程度與這些腦區(qū)相關均不顯著,非暴力游戲玩家在射殺平民時的內疚水平與右側顳中回具有顯著相關,且右側顳中回能夠預測個體在射殺平民時的內疚水平。而與個體Buss-Perry攻擊量表總分進行相關分析發(fā)現,暴力游戲玩家的額下回與個體的攻擊水平均具有顯著負相關,且額下回的激活可以顯著負向預測個體的外顯攻擊水平?偟膩碚f,長期接觸暴力電子游戲會導致個體產生一定的道德歪曲,表現出對暴力的脫敏,從而導致個體產生相對強烈的攻擊性。
[Abstract]:In recent years, violent video games have caused violent crime. The violent video games have become one of the hot spots for researchers to explore in recent decades, and the corresponding research is also very rich. A large number of behavioral studies have confirmed that long-term exposure to violent video games will have a series of negative effects. The violent video games contain a large number of actions such as shooting, bayonet, boxing, kick and so on, and thus cause the individual to produce aggressive beliefs, attitudes, and low levels of pro-social and human behavior. Many researchers have started exploring violent video games that can lead to aggressive neurological evidence. In the past, the research on the functional magnetic resonance imaging of the violent video games often has two methods to examine the influence of the contact with the video game on the individual's brain area: one is the individual who has the experience of high and low violent video games in the earlier stage, in other case, that individual is divided into two groups by random screening, and the violent video game and the non-violent video game are respectively carried out, To investigate the differences in the activation of brain regions in the event of an individual's cognitive-related task at the time of the two games or after the game. In the past, the mechanism of the brain mechanism of the video games is less and more from the angle of the specific factors that affect the individual's learning of the violent video games, and the brain mechanism of the individual is investigated by the violent video games. for example, the moral character of the killing in the game may affect the moral judgment of the player so as to generate a moral distortion; on the other hand, the researchers prefer to use the mode of task state to examine the influence of the violent video games, The study of the change of the individual brain regions after long-term contact with the violent video games from the angle of rest has little, and the resting-state magnetic resonance imaging technology can provide technical support for revealing the changes of the spontaneous activity of the brain region when the long-term contact with the violent video games is long. Therefore, this study, from the angle of combination of resting state and task state, explores the effect of long-term contact with violent video games on the individual's nerve activity. This study mainly studies two problems: (1) violent video games affect the individual's aggressive neural mechanism; (2) the influence of the moral character of the killing behavior on the player's moral judgment is studied from the angle of the neural mechanism. In this paper, a resting-state magnetic resonance (MRI) scanning technique was used to perform a resting-state magnetic resonance (MRI) scan of 52 subjects (26 with high-violent video-game experience and 26 experience-free video-game experience). The difference between the video-game player and the non-player resting-state brain network was investigated. In the f-ALFF index, compared with the normal control group, the group of violent video games played a spontaneous activity in the suborbital cortex, the parahippocampal gyrus, the return of the leaves and the lower back of the lower lobe, and the spontaneous activity was enhanced in the two-sided brain island, the back of the hippocampus, the caudate nucleus and the like. It is indicated that violent video games can affect the brain area of the player's brain, such as the two-sided brain island, to generate abnormal spontaneous activity. further adopting a functional connection analysis (ROI-wise) based on the region of interest, and analyzing the obtained data and the Buss-Perry attack questionnaire, the functional connection between the cortex of the front buckle belt and the amygdala and the functional connection between the left shuttle-shaped back and the left brain island can be negative to the attack level of the predicted individual; and the functional connection between the amygdala and the left shuttle-shaped back is connected, The functional connection between the left and right orbital cortex and the tongue can positively predict the attack level of the individual. These results provide evidence of a resting-state brain network for violent video games that affect the individual's aggression. Study 2 uses 2 (test type: violent video game player, non-player) * 3 (shooting behavior: justice, non-justice, baseline) experimental design to examine the individual's corresponding changes in the brain area when they imagine themselves as the perpetrators of violent video clips. The killing of the soldier's condition is subtracted from the conditions of the killing of civilians, that is, the area of the brain to which the civilians are shot separately with respect to the shooting of the soldier. The results show that in the violent game player, the activated brain area mainly has a shuttle-like return, the occipital lobe lower back and the top lobe lower than that of the shooting soldier. The brain area activated in the non-player group mainly has a shuttle-like return, a lower back (including the orbital cortex), a top-top joint area, and a forehead back to the middle. It has been found that the violent game player has no obvious activation enhancement with respect to non-violent game players, while in the frontal lobe, there is a reduction in activation in the broad area of the frontal lobe. The analysis of the brain and behavior found that when the civilian was shot, the degree of guilt of the violent game player in the shooting of the civilian was not significantly related to those in the control group, and that the level of guilt of the non-violent game player during the shooting of the civilian was significantly related to the return of the right hand side, and the right hand side can be used for predicting the guilt level of an individual when shooting a civilian. The correlation between the total score of the individual Buss-Perry and the individual Buss-Perry was found to have a significant negative correlation with the level of the individual's attack, and the activation of the lower return could significantly negatively impact the level of the individual's attack. In general, long-term exposure to violent video games can lead to a certain moral distortion of the individual, which shows a desensitization of the violence, leading to a relatively strong aggression against the individual.
【學位授予單位】:西南大學
【學位級別】:碩士
【學位授予年份】:2017
【分類號】:B842
本文編號:2403393
[Abstract]:In recent years, violent video games have caused violent crime. The violent video games have become one of the hot spots for researchers to explore in recent decades, and the corresponding research is also very rich. A large number of behavioral studies have confirmed that long-term exposure to violent video games will have a series of negative effects. The violent video games contain a large number of actions such as shooting, bayonet, boxing, kick and so on, and thus cause the individual to produce aggressive beliefs, attitudes, and low levels of pro-social and human behavior. Many researchers have started exploring violent video games that can lead to aggressive neurological evidence. In the past, the research on the functional magnetic resonance imaging of the violent video games often has two methods to examine the influence of the contact with the video game on the individual's brain area: one is the individual who has the experience of high and low violent video games in the earlier stage, in other case, that individual is divided into two groups by random screening, and the violent video game and the non-violent video game are respectively carried out, To investigate the differences in the activation of brain regions in the event of an individual's cognitive-related task at the time of the two games or after the game. In the past, the mechanism of the brain mechanism of the video games is less and more from the angle of the specific factors that affect the individual's learning of the violent video games, and the brain mechanism of the individual is investigated by the violent video games. for example, the moral character of the killing in the game may affect the moral judgment of the player so as to generate a moral distortion; on the other hand, the researchers prefer to use the mode of task state to examine the influence of the violent video games, The study of the change of the individual brain regions after long-term contact with the violent video games from the angle of rest has little, and the resting-state magnetic resonance imaging technology can provide technical support for revealing the changes of the spontaneous activity of the brain region when the long-term contact with the violent video games is long. Therefore, this study, from the angle of combination of resting state and task state, explores the effect of long-term contact with violent video games on the individual's nerve activity. This study mainly studies two problems: (1) violent video games affect the individual's aggressive neural mechanism; (2) the influence of the moral character of the killing behavior on the player's moral judgment is studied from the angle of the neural mechanism. In this paper, a resting-state magnetic resonance (MRI) scanning technique was used to perform a resting-state magnetic resonance (MRI) scan of 52 subjects (26 with high-violent video-game experience and 26 experience-free video-game experience). The difference between the video-game player and the non-player resting-state brain network was investigated. In the f-ALFF index, compared with the normal control group, the group of violent video games played a spontaneous activity in the suborbital cortex, the parahippocampal gyrus, the return of the leaves and the lower back of the lower lobe, and the spontaneous activity was enhanced in the two-sided brain island, the back of the hippocampus, the caudate nucleus and the like. It is indicated that violent video games can affect the brain area of the player's brain, such as the two-sided brain island, to generate abnormal spontaneous activity. further adopting a functional connection analysis (ROI-wise) based on the region of interest, and analyzing the obtained data and the Buss-Perry attack questionnaire, the functional connection between the cortex of the front buckle belt and the amygdala and the functional connection between the left shuttle-shaped back and the left brain island can be negative to the attack level of the predicted individual; and the functional connection between the amygdala and the left shuttle-shaped back is connected, The functional connection between the left and right orbital cortex and the tongue can positively predict the attack level of the individual. These results provide evidence of a resting-state brain network for violent video games that affect the individual's aggression. Study 2 uses 2 (test type: violent video game player, non-player) * 3 (shooting behavior: justice, non-justice, baseline) experimental design to examine the individual's corresponding changes in the brain area when they imagine themselves as the perpetrators of violent video clips. The killing of the soldier's condition is subtracted from the conditions of the killing of civilians, that is, the area of the brain to which the civilians are shot separately with respect to the shooting of the soldier. The results show that in the violent game player, the activated brain area mainly has a shuttle-like return, the occipital lobe lower back and the top lobe lower than that of the shooting soldier. The brain area activated in the non-player group mainly has a shuttle-like return, a lower back (including the orbital cortex), a top-top joint area, and a forehead back to the middle. It has been found that the violent game player has no obvious activation enhancement with respect to non-violent game players, while in the frontal lobe, there is a reduction in activation in the broad area of the frontal lobe. The analysis of the brain and behavior found that when the civilian was shot, the degree of guilt of the violent game player in the shooting of the civilian was not significantly related to those in the control group, and that the level of guilt of the non-violent game player during the shooting of the civilian was significantly related to the return of the right hand side, and the right hand side can be used for predicting the guilt level of an individual when shooting a civilian. The correlation between the total score of the individual Buss-Perry and the individual Buss-Perry was found to have a significant negative correlation with the level of the individual's attack, and the activation of the lower return could significantly negatively impact the level of the individual's attack. In general, long-term exposure to violent video games can lead to a certain moral distortion of the individual, which shows a desensitization of the violence, leading to a relatively strong aggression against the individual.
【學位授予單位】:西南大學
【學位級別】:碩士
【學位授予年份】:2017
【分類號】:B842
【參考文獻】
相關期刊論文 前1條
1 伊濤;傅先明;錢若兵;;默認網絡的靜息態(tài)功能性磁共振成像研究[J];國際神經病學神經外科學雜志;2011年02期
,本文編號:2403393
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