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中国生物医学工程学报  2023, Vol. 42 Issue (4): 403-410    DOI: 10.3969/j.issn.0258-8021.2023.04.003
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基于长期电子游戏训练的注意力增强及其神经可塑性
白彬楠1, 田晓燕2, 崔瑞芳2, 郝心杨2, 林历祺1, 宫殿坤2, 余贞侠1, 郜东瑞1,2#*
1(成都信息工程大学计算机学院,成都 610225)
2(电子科技大学生命科学与技术学院,成都 610054)
Attention Enhancement and its Neuroplasticity Based on Long-Term Video Game Training
Bai Binnan1, Tian Xiaoyan2, Cui Ruifang2, Hao Xinyang2, Lin Liqi1, Gong Diankun2, Yu Zhenxia1, Gao Dongrui12#*
1(School of Computer Science, Chengdu University of Information Technology, Chengdu 610225, China)
2(School of Life and Technology, University of Electronic Science and Technology of China, Chengdu 610054,China)
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摘要 已有研究表明动作类视频电子游戏训练能够改善人的多种认知能力,但目前电子游戏训练游戏类型单一、训练时间短。为了填补这一空缺,针对多种类型电子游戏长时间训练提高注意力展开研究。本研究将176名健康的大学本科生随机分为训练组接受为期5个月的游戏训练。采用当今流行的三款游戏,受试以所进行游戏的简称分组,分别为GSGO组、LOL组和SGS组。训练期间每一个月完成3种行为任务,评估注意能力,并在训练前后各采集1次脑电数据计算脑功率谱能量,以评估长期电子游戏训练后脑功能状态的变化。结果发现,经过5个月的游戏训练后,各训练组θ频段功率谱能量显著提高,并在顶叶存在显著差异(F=3.13,P<0.05)。LOL组及SGS组的α频段功率谱能量在所有皮层都显示出下降的趋势,但CSGO组经训练后,在额叶(t=2.43,P= 0.02)、顶叶(t=2.28,P= 0.03)及中央区域(t=2.48,P = 0.02)表现出显著的α1同步。各训练组R3频段功率谱能量在额、顶叶存在显著的组间差异(F=3.69,P=0.03),其中LOL组与SGS组的R3频段功率谱能量相比训练前均显著提高(P<0.05),说明长期电子训练可以诱发注意力水平的提升,且不同类型游戏训练后的效果有差异。行为任务的评估结果支持了相同的结论,第1月的训练结束后,各训练组在分散式空间注意能力的成绩都显著提高(P<0.05),CSGO组提升了11.12%,SGS和LOL组分别提升了9.68%和15.66%。LSD多重比较后显示CSGO组训练期间的成绩要显著好于SGS组(P=0.01),前月的训练结束后,LOL组的集中式空间注意能力要显著好于CSGO组(P=0.02)。研究证明,电子游戏因果性地增强了注意力的可塑性,动作类电子游戏相比休闲类游戏训练有更好的注意能力增强效果。研究结果对评估电子游戏训练和干预效果,具有一定参考价值。
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白彬楠
田晓燕
崔瑞芳
郝心杨
林历祺
宫殿坤
余贞侠
郜东瑞
关键词 电子游戏脑电干预训练脑电功率谱注意力    
Abstract:It has been shown that action-based video game training can improve multiple cognitive abilities. However, current existing video game training games are of a single type and short duration. To fill this gap, a study was conducted to improve attention with prolonged training of multiple types of video games (GSGO, LOL and SGS). In this study, 176 healthy undergraduate students were randomly divided into 3 training groups to receive game training for a period of 5 months. Three behavioral tasks were completed every month during the training period to assess attentional capacity, and EEG data were collected once before and after the training period to calculate brain power spectrum energy to assess changes in brain functional status after long-term video game training. The results revealed that after 5 months of game training, the θ power spectrum energy significantly increased in each training group and differed significantly in the parietal lobe (F=3.13, P<0.05). α power spectrum energy in the LOL and SGS groups showed a decreasing trend in all cortices, but the CSGO group showed a decrease in frontal (t=2.43, P=0.02), parietal (t=2.28, P=0.03) and central regions (t=2.48, P=0.02) showed significant α1 synchronization. There were significant between-group differences in R3 power spectrum energy in the frontal and parietal lobes across training groups (F=3.69, P=0.03), with both the LOL and SGS groups showing a significant increase in R3 power spectrum energy compared to pre-training (P<0.05), indicating that long-term electronic training can induce an increase in the attention levels and that the effect differed after training for different types of games. The results of the behavioral task assessment supported the same findings, with all training groups showing significantly higher performance in distracted spatial attention ability after month 1 of training (P<0.05), with the CSGO group improving by 11.12% and the SGS and LOL groups improving by 9.68% and 15.66%, respectively. Multiple comparisons of LSD showed that the CSGO group performed significantly better during training than the SGS group (P=0.01) and the LOL group had significantly better focused spatial attention than the CSGO group after the first 3 months of training (P=0.02). The study demonstrated that video games causally enhanced attentional plasticity and that action video games had better attentional capacity enhancement effects compared to casual game training. The results of the study are informative for assessing the effects of video game training and intervention.
Key wordsvideo game    EEG    Intervention training    EEG power spectrum    attention
收稿日期: 2022-10-21     
PACS:  R318  
基金资助:四川省科技厅重点研发计划(2023YFG0018)
通讯作者: *E-mail: gdr1987@126.com   
作者简介: #中国生物医学工程学会会员(Member, Chinese Society of Biomedical Engineering)
引用本文:   
白彬楠, 田晓燕, 崔瑞芳, 郝心杨, 林历祺, 宫殿坤, 余贞侠, 郜东瑞. 基于长期电子游戏训练的注意力增强及其神经可塑性[J]. 中国生物医学工程学报, 2023, 42(4): 403-410.
Bai Binnan, Tian Xiaoyan, Cui Ruifang, Hao Xinyang, Lin Liqi, Gong Diankun, Yu Zhenxia, Gao Dongrui. Attention Enhancement and its Neuroplasticity Based on Long-Term Video Game Training. Chinese Journal of Biomedical Engineering, 2023, 42(4): 403-410.
链接本文:  
http://cjbme.csbme.org/CN/10.3969/j.issn.0258-8021.2023.04.003     或     http://cjbme.csbme.org/CN/Y2023/V42/I4/403
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