Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images.
Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpos...
| Publicado en: | Cognitive, Affective & Behavioral Neuroscience Vol. 19; no. 4; pp. 898 - 910 |
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| Autores principales: | , , , , , , , |
| Formato: | Journal Article |
| Publicado: |
Springer Nature
Aug2019
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=138298756&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 138298756 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15307026 NA4 jtl: Cognitive, Affective & Behavioral Neuroscience issn: 15307026 maglogo: N pubinfo: dt: Aug2019 vid: 19 iid: 4 pid: 237 pub: Springer Nature place: New York, New York artinfo: ui: 138298756 144060385 10.3758/s13415-018-00683-y 138298756 ppf: 898 ppct: 12 formats: fmt: – @attributes: type: T – @attributes: type: P tig: atl: Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images. aug: au: Lai, Carlo Pellicano, Gaia Romana Altavilla, Daniela Proietti, Alessio Lucarelli, Giada Massaro, Giuseppe Luciani, Massimiliano Aceto, Paola affil: Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy sug: ab: Exposure to violence in video games has been associated with a desensitization toward violent content, a decrease of empathy, and prosocial behavior. Moreover, violent video games seem to be related to a reduction of neural activation in the circuits linked to social emotional processing. The purpose of the present study was to compare the neural response to social inclusion images after violent and nonviolent video game playing. Electroencephalographic data of the 32 participants were recorded during a visual task with three presentations (T0, T1, T2) of 60 stimuli (30 social inclusion vs. 30 neutral images). After the T0 presentation, the participants played with a video game (orientation or violent). After the T1 presentation, the participants played with the other video game (orientation or violent). The two types of video games were randomly displayed. Event-related potential (ERP) components and low-resolution electromagnetic tomography (sLORETA) were analyzed. The main findings showed a longer latency of the P2 component on occipito-temporal montage and a lower activation of the limbic and temporal areas in response to the social inclusion images post violent video game compared with the post orientation video game. The findings suggest a reduction of emotional engagement in social processing after playing violent video game. pubtype: Academic Journal doctype: Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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