| Literature DB >> 26257620 |
Yanling Liu1, Zhaojun Teng2, Haiying Lan2, Xin Zhang2, Dezhong Yao3.
Abstract
Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.Entities:
Keywords: P300; aggression; event-related potential; general learning model; prosocial video games
Year: 2015 PMID: 26257620 PMCID: PMC4513560 DOI: 10.3389/fnbeh.2015.00193
Source DB: PubMed Journal: Front Behav Neurosci ISSN: 1662-5153 Impact factor: 3.558
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| PA | 3.69(0.58) | 3.42(0.44) | 2.43 | 0.13 | 0.07 |
| NA | 1.41(0.37) | 1.49(0.43) | 0.37 | 0.55 | 0.01 |
| Arousal | 4.19(0.32) | 4.06(0.35) | 1.32 | 0.26 | 0.04 |
| Difficulty | 3.53(0.72) | 3.06(1.13) | 2.38 | 0.12 | 0.08 |
| Enjoyment | 4.35(0.61) | 4.17(0.62) | 0.81 | 0.37 | 0.02 |
| Proficiency | 3.18(1.02) | 3.17(1.04) | 0.01 | 0.98 | 0.01 |
| Prosocial content | 4.41(0.51) | 2.06(0.99) | 76.04 | <0.01 | 0.70 |
| Aggressive content | 1.29(0.47) | 1.44(0.51) | 0.82 | 0.37 | 0.02 |
| Prosocial action | 3.59(0.71) | 1.72(0.89) | 46.23 | <0.01 | 0.58 |
| Aggressive action | 1.18(0.39) | 1.39(0.61) | 1.49 | 0.21 | 0.04 |
A comparison of subjective ratings of the three word types.
| Understandability | 6.20(0.81) | 6.29(0.88) | 6.09(0.74) | 1.99 | 0.14 | 0.05 |
| Universality | 5.59(0.93) | 5.61(0.87) | 5.36(0.96) | 1.59 | 0.21 | 0.04 |
| Frequency | 14.35(9.89) | 12.21(11.28) | 8.90(11.73) | 1.25 | 0.29 | 0.04 |
| Aggressive | 1.57(0.74) | 1.64(0.64) | 6.03(0.55) | 899.52 | <0.01 | 0.97 |
| Prosocial | 5.93(0.87) | 2.93(1.44) | 1.72(0.76) | 196.23 | <0.01 | 0.83 |
Figure 1Lexical decision task trial procedure.
Figure 2Behavioral results. (A) Reaction time for Lexical decision task. There was no main effect of game type and word type or interaction. (B) Accuracy for Lexical decision task. Participants were higher accuracy for prosocial words relative to violent words. Once again there was no effect of game type; however, there was a reliable interaction such that people were more accurate at identifying the violent words and this effect was exacerbated after short-term exposure to a prosocial video game. (C) Reaction time for CRTT. There was no effect of game type. (D) Noise intensity for CRTT. Participants were in the prosocial video game group assigned lower-intensity noise to their rivals compared to the neutral video game group. Error bars were ±1 standard error. Because no reaction for neutral words, Once again they were not included in the behavioral results.
Figure 3Prosocial, neutral and violent words reaction of P300. (A) It illustrates the stimulus-locked grand-averaged ERP waveforms (P300) of prosocial video game played (from left to right: P3, Pz, and P4), with three conditions of reaction by prosocial, neutral and violent words. (B) It illustrates the stimulus-locked grand-averaged ERP waveforms (P300) of neutral video game played (from left to right: P3, Pz, and P4), with three conditions of reaction by prosocial, neutral, and violent words. (C) P300 results for prosocial and neutral video game playing. There was an interactive effect of game type and word type. P300 amplitude was smaller in the prosocial video game group for violent words compared to the neutral video game group; however, no significant effect was found for neutral and prosocial words. P300 amplitude on the Y-axis was calculated by averaging of Pz, P3, and P4 electrodes readings. Once again error bars were ±1 standard error.
Figure 4Mediating effect of aggressive cognition (P300) on video game to predict aggression.