Studies of Psychology and Behavior ›› 2023, Vol. 21 ›› Issue (4): 454-463.DOI: 10.12139/j.1672-0628.2023.04.004

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Cross-System Consistency of Working Memory Advantage in Action Video Game Players: A fNIRS Study

Wenxin GUO1, Wei ZHANG1,*(), Yuxi LI2   

  1. 1. Ministry of Education’s Key Laboratory of Adolescent Cyberpsychology and Behavior, School of Psychology, Central China Normal University, Wuhan 430079
    2. Wuhan Hongshan District No.3 Primary School, Wuhan 430072
  • Received:2022-06-18 Online:2023-07-20 Published:2023-07-20
  • Contact: Wei ZHANG

动作电子游戏玩家工作记忆优势的跨系统一致性:一项近红外研究

郭文欣1, 张微1,*(), 李雨茜2   

  1. 1. 华中师范大学心理学院暨青少年网络心理与行为教育部重点实验室,武汉 430079
    2. 武汉市洪山区第三小学,武汉 430072
  • 通讯作者: 张微
  • 基金资助:
    教育部人文社会科学研究规划基金项目(21YJA190012)

Abstract:

Previous studies have shown that action video game (AVG) players have an advantage in working memory (WM). However, it is uncertain whether this advantage exists in both the visual-spatial and verbal WM subsystems, and the physiological basis for this advantage is unclear. Using the n-back paradigm, this study examined the WM characteristics of AVG players by functional near-infrared spectroscopy (fNIRS), selecting spatial and verbal materials. Results showed that the reaction time of the player group was significantly shorter than that of the non-player group. Furthermore, the difference in reaction time between two groups was more significant in the 2-back condition. As indicated by the fNIRS results, the β values of the player group in channel 4 were significantly smaller than those of the non-player group in both subsystems. Moreover, when the player group was given two loading levels in the verbal WM task, there was no significant difference between the β values in channel 10, suggesting that the dorsolateral prefrontal cortex may be the dominant brain area for players when dealing with high-load tasks. Overall, the WM advantage of AVG players appears to be universal across multiple systems and represents better responses to high-load tasks.

Key words: action video game, working memory, functional near-infrared spectroscopy

摘要:

动作电子游戏玩家可能存在工作记忆优势,但尚不清楚该优势是否在视觉空间工作记忆和言语工作记忆子系统中都存在,其生理基础也不甚明确。研究采用n-back范式,选取空间和言语材料,利用近红外技术探查动作电子游戏玩家的工作记忆特征。结果发现,玩家组的反应时显著短于非玩家组,效率显著高于非玩家组,且在2-back条件下两组的反应时差异更显著。近红外结果显示,玩家组在通道4的β值在两个子系统中均显著小于非玩家组。在言语工作记忆任务中,玩家组在通道10的β值在两个负荷水平条件下差异不显著,背外侧前额叶可能是玩家应对高负荷条件的优势脑区。结果表明,动作电子游戏玩家的工作记忆优势具有跨系统一致性,具体表现为能更好地应对高负荷条件。

关键词: 动作电子游戏, 工作记忆, 功能性近红外光学成像技术

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