Inside the gamer's mind: How violent video games and emotional dysregulation affect EEG interbrain synchronization

被引:0
作者
Veneziani, Giorgio [1 ]
Luciani, Federica [1 ]
Miceli, Marcello [2 ]
Spallaccini, Sara [1 ]
Galli, Federica [1 ]
Pezzuti, Lina [1 ]
Lai, Carlo [1 ]
机构
[1] Sapienza Univ Rome, Fac Med & Psychol, Dept Dynam & Clin Psychol & Hlth Studies, Via Apuli 1, I-00185 Rome, Italy
[2] Politecn Torino, Dept Mech & Aerosp Engn, PolitoBIOMed Lab, I-10129 Turin, Italy
来源
COMPUTERS IN HUMAN BEHAVIOR REPORTS | 2024年 / 16卷
关键词
Video games; Emotional dysregulation; EEG; Hyperscanning; Interbrain synchronization; FUNCTIONAL HYPERCONNECTIVITY; BRAIN SYNCHRONY; AGGRESSION; DESENSITIZATION; COOPERATION; EMPATHY; STRESS; ALPHA; ADOLESCENTS; MECHANISMS;
D O I
10.1016/j.chbr.2024.100509
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Background: Exposure to violent video games influences players' cortical activations. In addition, intra-individual variables like emotional regulation play an important role in the consequences of such exposures. However, most research has studied these relationships at the intra-individual level. Therefore, the present study investigated the effects of violent video games on the interbrain synchronization (IBS) of dyads in which one member played video games, and evaluated IBS differences between high and low-emotionally dysregulated groups. Methods: Eighteen participants (M = 24.1 +/- 2.1) were enrolled in this study. Participants gazed into another person's eyes before playing ("First Direct Gaze"), after playing a violent video game ("Post-VV"), and after playing a nonviolent video game ("Post-NVV") during an electroencephalographic hyperscanning acquisition. Afterward, each participant completed a socio-demographic questionnaire and the Difficulties in Emotion Regulation Scale. Results: A cluster-based analysis revealed an increased theta IBS Post-VV compared to Post-NVV. A median split was used to define the high emotionally dysregulated ("HED") and low emotionally dysregulated ("LED") groups. Results showed a decreased alpha IBS in the First Direct Gaze, Post-VV, and Post-NVV in the HED group compared to the LED group. Conclusions: Exposure to violent video games was associated with higher theta IBS, suggesting a greater social attunement, potentially due to a higher perceived dominance and control or due to an effort of managing the emotional activations elicited. In addition, difficulties in emotional regulation could elicit specific alpha activities regardless of exposure to a video game, leading to a lower tendency to attune with another person on this band. Results from this study should not be generalized to infer that playing any type of video game causes harm to people's brains.
引用
收藏
页数:8
相关论文
共 109 条
  • [61] Brave new World of Warcraft: a conceptual framework for active escapism
    Kuo, Andrew
    Lutz, Richard J.
    Hiler, Jacob L.
    [J]. JOURNAL OF CONSUMER MARKETING, 2016, 33 (07) : 498 - 506
  • [62] Labonte-LeMoyne E., 2016, Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery, P1980, DOI [10.1145/2851581.2892356, DOI 10.1145/2851581.2892356]
  • [63] Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images
    Lai, Carlo
    Pellicano, Gaia Romana
    Altavilla, Daniela
    Proietti, Alessio
    Lucarelli, Giada
    Massaro, Giuseppe
    Luciani, Massimiliano
    Aceto, Paola
    [J]. COGNITIVE AFFECTIVE & BEHAVIORAL NEUROSCIENCE, 2019, 19 (04) : 898 - 909
  • [64] Neurophysiological correlates of cognitive absorption in an enactive training context
    Leger, Pierre-Majorique
    Davis, Fred D.
    Cronan, Timothy Paul
    Perret, Julien
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2014, 34 : 273 - 283
  • [65] Examining the Influence of Actual-Ideal Self-Discrepancies, Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers
    Li, Dongdong
    Liau, Albert
    Khoo, Angeline
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2011, 14 (09) : 535 - 539
  • [66] Inter-brain amplitude correlation differentiates cooperation from competition in a motion-sensing sports game
    Liu, Huashuo
    Zhao, Chenying
    Wang, Fei
    Zhang, Dan
    [J]. SOCIAL COGNITIVE AND AFFECTIVE NEUROSCIENCE, 2021, 16 (06) : 552 - 564
  • [67] Nonparametric statistical testing of EEG- and MEG-data
    Maris, Eric
    Oostenveld, Robert
    [J]. JOURNAL OF NEUROSCIENCE METHODS, 2007, 164 (01) : 177 - 190
  • [68] Toward brain correlates of natural behavior: fMRI during violent video games
    Mathiak, Klaus
    Weber, Rene
    [J]. HUMAN BRAIN MAPPING, 2006, 27 (12) : 948 - 956
  • [69] Reward system and temporal pole contributions to affective evaluation during a first person shooter video game
    Mathiak, Krystyna A.
    Klasen, Martin
    Weber, Rene
    Ackermann, Hermann
    Shergill, Sukhwinder S.
    Mathiak, Klaus
    [J]. BMC NEUROSCIENCE, 2011, 12
  • [70] Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?
    Montag, Christian
    Weber, Bernd
    Trautner, Peter
    Newport, Beate
    Markett, Sebastian
    Walter, Nora T.
    Felten, Andrea
    Reuter, Martin
    [J]. BIOLOGICAL PSYCHOLOGY, 2012, 89 (01) : 107 - 111