当前位置: X-MOL 学术Cortex › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Exposure to first-person shooter videogames is associated with multisensory temporal precision and migraine incidence
Cortex ( IF 3.2 ) Pub Date : 2020-11-02 , DOI: 10.1016/j.cortex.2020.10.009
Paolo Di Luzio 1 , Sara Borgomaneri 2 , Stefano Sanchioni 1 , Alessia Tessari 3 , Vincenzo Romei 4
Affiliation  

Adaptive interactions with the environment require optimal integration and segregation of sensory information. Yet, temporal misalignments in the presentation of visual and auditory stimuli may generate illusory phenomena such as the sound-induced flash illusion, in which a single flash paired with multiple auditory stimuli induces the perception of multiple illusory flashes. This phenomenon has been shown to be robust and resistant to feedback training. According to a Bayesian account, this is due to a statistically optimal combination of the signals operated by the nervous system. From this perspective, individual susceptibility to the illusion might be moulded through prolonged experience. For example, repeated exposure to the illusion and prolonged training sessions partially impact on the reported illusion.

Therefore, extensive and immersive audio-visual experience, such as first-person shooter videogames, should sharpen individual capacity to correctly integrate multisensory information over time, leading to more veridical perception. We tested this hypothesis by comparing the temporal profile of the sound-induced illusion in a group of expert first-person shooter gamers and a non-players group. In line with the hypotheses, gamers experience significantly narrower windows of illusion (~87 ms) relative to non-players (~105 ms), leading to higher veridical reports in gamers (~68%) relative to non-players (~59%). Moreover, according to recent literature, we tested whether audio-visual intensive training in gamers could be related to the incidence of migraine, and found that its severity may be directly proportioned to the time spent on videogames. Overall, these results suggest that continued training within audio-visual environments such as first-person shooter videogames improves temporal discrimination and sensory integration. This finding may pave the way for future therapeutic strategies based on self-administered multisensory training. On the other hand, the impact of intensive training on visual-related stress disorders, such as migraine incidence, should be taken into account as a risk factor during therapeutic planning.



中文翻译:

接触第一人称射击游戏与多感官时间精度和偏头痛发生率有关

与环境的适应性交互需要感觉信息的最佳整合和隔离。然而,视觉和听觉刺激的表现中的时间错位可能会产生幻觉现象,例如声音诱发的闪光幻觉,其中单个闪光与多个听觉刺激配对会诱发多个幻觉闪光的感知。事实证明,这种现象是强大的,并且可以抵抗反馈训练。根据贝叶斯的说法,这是由于神经系统操作的信号在统计上的最佳组合所致。从这个角度看,个人对幻觉的敏感性可能是由于长期的经验而形成的。例如,反复接触错觉和延长训练时间对报告的错觉有部分影响。

因此,诸如第一人称射击游戏之类的广泛而身临其境的视听体验应增强个人​​能力,以随着时间的流逝正确地整合多感官信息,从而产生更多的真实感。我们通过比较专家级第一人称射击游戏玩家和非玩家射击游戏中声音诱发的幻觉的时间变化来检验该假设。与上述假设一致,游戏者相对于非游戏者(〜105ms)经历的幻觉窗口明显狭窄(〜87ms),相对于非游戏者(〜59%)而言,游戏玩家的真实性报告(〜68%)更高。此外,根据最近的文献,我们测试了游戏玩家的视听强化训练是否可能与偏头痛的发生有关,并且发现其严重程度可能与花在电子游戏上的时间成正比。总体而言,这些结果表明,在诸如第一人称射击游戏之类的视听环境中的持续训练可以改善时间辨别力和感觉整合。这一发现可能为基于自我管理的多感觉训练的未来治疗策略铺平道路。另一方面,强化治疗对与视觉相关的压力障碍(例如偏头痛发生率)的影响应作为治疗计划中的危险因素考虑在内。

更新日期:2020-12-05
down
wechat
bug