关键词: Electroencephalography (EEG) Electromagnetic field Flow state Frontal gyrus Precuneus

Mesh : Humans Adult Male Young Adult Female Video Games Electroencephalography / methods Electromagnetic Fields Brain / physiology Middle Aged Adolescent Self Report

来  源:   DOI:10.1016/j.brainres.2024.149158

Abstract:
The intersection of neuroscience and technology hinges on the development of wearable devices and electrodes that can augment brain networks to improve cognitive capabilities such as learning and concentration. The capacity to enhance networks associated with these functions above baseline capabilities, holds the potential to benefit numerous individuals. The purpose of this study was to determine if electromagnetic field exposure modeled from physiological data would increase instances of flow in participants playing a computer game. The flow state refers to a subjective state of optimal performance experienced by individuals during a variety of tasks. For this study, participants (n = 39, 18-65 years, nfemale = 20) played the arcade game Snake for two ten-minute periods (each with a ten-minute rest period immediately following). For one of the trials, an electromagnetic field was applied bilaterally to the temporal lobes, with the other serving as the control. Brain activity was measured using quantitative electroencephalography, flow experience was measured using the Flow Short Scale and game play scores were also recorded. Results showed deceased beta 1 (12-16 Hz) activity in the left cuneus [t = 4.650, p < 0.01] and left precuneus [t = 4.603, p < 0.01], left posterior cingulate [t = 4.521, p < 0.05], insula [t = 4.234, p < 0.05], and parahippocampal gyrus [t = 4.113, p < 0.05] for trials when the field was active, compared to controls during rest periods. Results from the Flow Short Scale showed a statistically significant difference in mean \"concentration ease\" scores across electromagnetic field conditions, irrespective of difficulty [t = 2.131, p < 0.05]. In the EMF exposure trials, there was no discernible experience effect; participants with prior experience in the game Snake did not exhibit significantly better performance compared to those without prior experience. This anticipated effect was observed in control conditions. The comparable performance observed between novices and experienced players in the EMF condition indicate a noteworthy learning curve for novices. In all, these results provide evidence supporting the ability of EMF patterned from amygdaloid firing (6-20 Hz) to elicit neurological correlates of flow in brain regions previously reported in the literature, facilitate concentration, and subtly improve game scores. The possibility for wearable devices to support learning, concentration, and focus are discussed.
摘要:
神经科学和技术的交叉取决于可穿戴设备和电极的发展,这些设备和电极可以增强大脑网络,以提高学习和注意力等认知能力。增强与这些功能相关的网络的能力高于基准能力,有可能使许多人受益。这项研究的目的是确定从生理数据建模的电磁场暴露是否会增加参与者玩计算机游戏的流量。流动状态是指个体在各种任务期间所经历的最佳性能的主观状态。对于这项研究,参与者(n=39,18-65岁,nfemale=20)玩街机游戏Snake两个十分钟的时间(每个时间都有十分钟的休息时间)。对于其中一个试验,向颞叶两侧施加电磁场,另一个作为控制。使用定量脑电图测量大脑活动,使用“流量短量表”测量流量体验,并记录游戏得分。结果显示,左阴囊[t=4.650,p<0.01]和左前脑[t=4.603,p<0.01]中β1(12-16Hz)活性下降,左后扣带回[t=4.521,p<0.05],脑岛[t=4.234,p<0.05],和海马旁回[t=4.113,p<0.05],与休息期间的对照组相比。流量短量表的结果表明,在电磁场条件下,平均“浓度缓解”得分具有统计学上的显着差异,不考虑难度[t=2.131,p<0.05]。在EMF暴露试验中,没有明显的经验效果;与没有先前经验的参与者相比,先前有游戏经验的参与者没有表现出明显更好的表现。在对照条件下观察到这种预期效果。在EMF条件下,新手和经验丰富的玩家之间观察到的可比表现表明,新手的学习曲线值得注意。总之,这些结果提供了证据,支持从杏仁核放电(6-20Hz)图案化的EMF在文献中先前报道的脑区引起血流的神经相关性的能力,促进集中,巧妙地提高游戏分数。可穿戴设备支持学习的可能性,浓度,重点讨论。
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