Literature DB >> 30565058

Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images.

Carlo Lai1, Gaia Romana Pellicano2, Daniela Altavilla2, Alessio Proietti2, Giada Lucarelli2, Giuseppe Massaro2, Massimiliano Luciani3, Paola Aceto4,5.   

Abstract

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.

Entities:  

Keywords:  Event-related potential; Social inclusion; Violent video game; sLoreta

Year:  2019        PMID: 30565058     DOI: 10.3758/s13415-018-00683-y

Source DB:  PubMed          Journal:  Cogn Affect Behav Neurosci        ISSN: 1530-7026            Impact factor:   3.282


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