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亲社会视频游戏影响认知共情的短时效应:行为和ERP证据

Short-Term Effects of Prosocial Video Games on Cognitive Empathy:Behavioral and ERP Evidences

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【作者】 滕召军郭成刘衍玲

【Author】 TENG Zhaojun;GUO Cheng;LIU Yanling;Research Center of Mental Health Education & The Lab of Metal Health and Social Adaption,Faculty of Psychology, Southwest University;Key Laboratory for Neuro Information of Ministry of Education & School of Life Science and Technology, University of Electronic Science and Technology of China;

【机构】 西南大学心理健康教育研究中心,西南大学心理学部心理健康与社会适应实验室神经信息教育部重点实验室,电子科技大学生命科学与技术学院

【摘要】 以往研究揭示接触暴力电子游戏会降低共情,并导致攻击行为,而接触亲社会视频游戏却能促进共情,并增加亲社会行为。然而,较少研究从认知神经视角对亲社会视频游戏促进共情的神经机制进行研究。本研究旨在从认知神经科学视角探讨亲社会视频游戏促进共情(认知共情)的电神经生理特征。46个被试随机分配到亲社会视频游戏组和中性视频游戏组中玩游戏20分钟,然后执行亲社会需要帮助的他人视角判断任务,并且收集该任务的ERP数据。实验采用2游戏组别(亲社会视频游戏、中性视频游戏)×2条件(亲社会-需要、中性)×2结果(帮助、不帮)混合设计。脑电数据分析1000ms结果出现阶段以及判断反应阶段的ERP数据。结果显示:(1)亲社会视频游戏组被试对亲社会需要帮助时的反应时显著快于中性视频游戏组。(2)ERP结果显示,在结果阶段,不管结果(帮或不帮)如何,亲社会视频游戏组被试在亲社会需要-帮助的条件下,在左颞顶区存在更大的P3波幅。然而,在反应阶段,亲社会视频游戏组中,在亲社会需要帮助条件下右颞顶叶P3的潜伏期比中性视频游戏组中更长。(3)对行为结果和ERP数据结果进行相关分析发现,亲社会需要不帮条件下的P3潜伏期和反应时存在显著负相关。本研究结果支持了亲社会视频游戏促进共情(认知共情)的短时效应,正是亲社会视频游戏启动了个体的亲社会性,从而提高个体的认知共情。本研究也为亲社会视频游戏促进共情的短时效应提高认知神经有关的证据。

【Abstract】 Previous research has shown that exposure to violent video games led to lower empathy and then induced in aggressive behaviors, whereas exposure to prosocial video games could increase empathy and promote prosocial behaviors. However, little is known about the neural correlates of these effects of prosocial video game on empathy. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and promotion of empathy, specific, cognitive empathy. Forty-six subjects played either a prosocial or a neutral video game for 20 minutes, then participated in an event-related potential(ERP) experiment designed to test electrophysiological responses to prosocial need help behaviors of others. The experiment designed 2 game types(prosocial video game, neutral video game) × 2 conditions(prosocial need or neutral event) ×2 outcomes(help or not help). ERP data collected and analysis of 1000 ms outcomes and reactions stage. The results shown,(1) in behavior, participators in prosocial video game group were faster to react prosocial need help situation than neutral video game group.(2) ERP results shown, in outcome stage, no matter how outcomes(help or not help), people in prosocial video game group have larger P3 amplitudes in induced by prosocial need condition left parieto-occipital region. However, in reaction stage, P3 latencies induced by prosocial-need help situation in prosocial video game group were longer than neutral video game group in left parieto-occipital region.(3) Analysis of the relationship between behavioral data and ERP data shown the reaction times and P3 latencies have negative correlation. This research revealed that short-term effect of prosocial video game on cognitive empathy, which priming people prosocial correlates. This research also provided the neural correlated evidence of prosocial video game increased cognitive empathy(i.e., others’ prosocial help need behavior).

【关键词】 亲社会视频游戏认知共情P3ERP
【Key words】 Prosocial video gamecognitive empathyP3ERP
  • 【会议录名称】 第十八届全国心理学学术会议摘要集——心理学与社会发展
  • 【会议名称】第十八届全国心理学学术会议
  • 【会议时间】2015-10-16
  • 【会议地点】中国天津
  • 【分类号】C912.68
  • 【主办单位】中国心理学会
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