心理与行为研究 ›› 2016, Vol. 14 ›› Issue (5): 584-590.

• 基础心理学 • 上一篇    下一篇

暴力电子游戏玩家对攻击性图片注意偏向的ERP研究

赵偲,高雪梅,周群,翁蕾   

  1. 西南大学心理学部,重庆 400715
  • 收稿日期:2014-08-01 出版日期:2016-10-20 发布日期:2016-11-29
  • 通讯作者: 高雪梅,E-mail:zhenggao@swu.cn。
  • 基金资助:
    国家社会科学基金项目(14XSH013)和教育部人文社科青年基金项目(10YJCXLX008)。

Violent Video Game Players′ Attentional Bias Toward Aggressive Pictures: Evidence from ERPs

Zhao Cai, Gao Xuemei, Zhou Qun, Weng Lei   

  1. Faculty of Psychology, Southwest University, Chongqing 400715
  • Received:2014-08-01 Online:2016-10-20 Published:2016-11-29

摘要: 本研究采用游戏使用习惯问卷筛选暴力电子游戏玩家和对照组被试各24名,利用线索探测范式,探讨了暴力电子游戏玩家对攻击性图片的注意偏向机制。结果发现:(1)与对照组相比,暴力电子游戏玩家对攻击性图片线索下探测目标诱发的P1潜伏期提前;(2)暴力电子游戏玩家表现出特定的脑电模式:N1潜伏期延长,P2波幅减小,P300波幅降低;(3)线索的有效性效应表现在早期ERP成分(P1)中。结果表明,暴力电子游戏玩家对攻击性图片表现出注意偏向,其脑电模式揭示暴力电子游戏对玩家的认知功能有消极影响。

关键词: 暴力电子游戏, 注意偏向, 攻击性图片, P1, P300。

Abstract: The study selected 24 violent video gamer players and 24 normal subjects by the questionaire of the using games′ habits, and adopted event-related potential technique and ″cue-detecing paradigm″ to examine the attentional bias to the violent pictures. The results indicated that: 1)compared with the normal control group, the P1 latency of violent video game players to the detection target following the aggressive pictures was shorter. 2)The violent video gamers had longer latency of N1 and smaller amplitude of P2 than the normal control group when viewing pictures; they also had smaller amplitude of P300 than the normal control group to the detection targets. 3)the validity effect of cue was reflected in the early ERP component(P1). The results reflected that the violent video gamers showed obvious attentional bias toward aggressive-related information; The brain mechanism of the violent video gamers suggested that violent video games may have negative influences on gamers′ cognitive function.

Key words: violent video games, attentional bias, aggressive pictures, P1, P300.

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