| Literature DB >> 34149374 |
Yusuke Yokota1, Yasushi Naruse1.
Abstract
Feedback outcomes are generally classified into positive and negative feedback. People often predict a feedback outcome with information that is based on both objective facts and uncertain subjective information, such as a mood. For example, if an action leads to good results consecutively, people performing the action overestimate the behavioral result of the next action. In electroencephalogram measurements, negative feedback evokes negative potential, called feedback negativity, and positive feedback evokes positive potential, called reward positivity. The present study investigated the relationship between the degree of the mood caused by the feedback outcome and the error-related brain potentials. We measured the electroencephalogram activity while the participants played a virtual reality shooting game. The experimental task was to shoot down a cannonball flying toward the player using a handgun. The task difficulty was determined from the size and curve of the flying cannonball. These gaming parameters affected the outcome probability of shooting the target in the game. We also implemented configurations in the game, such as the player's life points and play times. These configurations affected the outcome magnitude of shooting the target in the game. Moreover, we used the temporal accuracy of shooting in the game as the parameter of the mood. We investigated the relationship between these experimental features and the event-related potentials using the single-trial-based linear mixed-effects model analysis. The feedback negativity was observed at an error trial, and its amplitude was modulated with the outcome probability and the mood. Conversely, reward positivity was observed at hit trials, but its amplitude was modulated with the outcome probability and outcome magnitude. This result suggests that feedback negativity is enhanced according to not only the feedback probability but also the mood that was changed depending on the temporal gaming outcome.Entities:
Keywords: electroencephalogram; feedback negativity; linear mixed effect model; mood; real world recording; reward positivity; virtual reality
Year: 2021 PMID: 34149374 PMCID: PMC8209254 DOI: 10.3389/fnhum.2021.536288
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
FIGURE 1Screenshot of the virtual reality (VR) shooting game. Participants were instructed to shoot down cannonballs using a handgun in a VR environment.
FIGURE 2(A) Experimental setup and devices. (B) Time-synchronized electroencephalogram (EEG) device. (C) Dry electrode. (D) Virtual reality (VR) head-mounted display with an EEG recording system.
FIGURE 3Criteria for two event onsets. We focused on the two game events. The blue sphere was the bullet fired by the participants. (A) ERROR event. The bullet fired by the participants flew in a direction different from the position of the cannonball. The ball hit the wall and the cannonball did not disappear. The scene appears in approximately 3 s, as shown in Supplementary Video 1. (B) HIT event. The bullet fired by the participants flew into position on a cannonball. The ball hit the cannonball, and the cannonball disappeared. The scene appears in approximately 21 s in Supplementary Video 1.
FIGURE 4Experimental features. (A) cannonball curve, (B) cannonball size, (C) time, and (D) damage.
Effects of behavioral outcomes.
| Intercept | 0.755 | 0.0765 | 9.86 | <0.001 |
| Size | 0.117 | 0.0233 | 5.01 | <0.001 |
| Curve | −0.00349 | 0.0190 | −0.183 | 0.854 |
| Size:curve | 0.0393 | 0.0207 | 1.90 | 0.0575 |
| Participants | 0.429 | Log likelihood | −8181.2 | |
| REML deviance | 16362.5 | |||
FIGURE 5Grand averaged event-related potentials (ERPs) for the ERROR and HIT events. The shades around the waveforms indicate the standard errors among the participants.
Type III analysis of variance with Satterthwaite’s method for the linear mixed-effects (LME) model.
| Size | 15.8 | 18.9 | <0.001 | 0.00190 |
| Curve | 100.3 | 120.2 | <0.001 | 0.00910 |
| Time | 0.01 | 0.0156 | 0.900 | 0.00000119 |
| Damage | 1.22 | 1.46 | 0.227 | 0.000112 |
| Mood index | 0.97 | 1.17 | 0.280 | 0.0000894 |
| Valence | 942.4 | 1129.2 | <0.001 | 0.08 |
| Size:curve | 0.65 | 0.775 | 0.379 | 0.0000593 |
| Time:damage | 1.22 | 1.46 | 0.227 | 0.000112 |
| Size:valence | 0.09 | 0.112 | 0.738 | 0.00000856 |
| Curve:valence | 10.6 | 12.7 | <0.001 | 0.000969 |
| Damage:valence | 0.03 | 0.0411 | 0.839 | 0.00000314 |
| Mood index:valence | 14.1 | 16.9 | <0.001 | 0.00129 |
| Size:curve:valence | 0.29 | 0.342 | 0.559 | 0.0000262 |
| Time:damage:valence | 4.20 | 5.04 | 0.0248 | 0.000385 |
Effects of feedback negativity (FN) amplitude.
| Intercept | –0.526 | 0.0339 | –15.5 | <0.001 |
| Size | –0.0541 | 0.0188 | –2.88 | <0.01 |
| Curve | 0.0763 | 0.0180 | 4.25 | <0.001 |
| Time | –0.0124 | 0.0154 | –0.805 | 0.421 |
| Damage | 0.00169 | 0.0135 | 0.125 | 0.901 |
| Mood index | –0.0497 | 0.0160 | –3.11 | <0.01 |
| Size:curve | –0.0163 | 0.0198 | –0.825 | 0.409 |
| Time:damage | –0.0195 | 0.0161 | –1.21 | 0.227 |
Effects of reward positivity (RewP) amplitude.
| Intercept | 0.256 | 0.0297 | 8.63 | <0.001 |
| Size | –0.0472 | 0.0113 | –4.18 | <0.001 |
| Curve | 0.149 | 0.00992 | 15.0 | <0.001 |
| Time | 0.00169 | 0.0135 | 0.125 | 0.900 |
| Damage | –0.0159 | 0.0135 | –1.18 | 0.239 |
| Mood index | 0.0239 | 0.0137 | 1.74 | 0.0815 |
| Size:curve | –0.00331 | 0.0103 | –0.323 | 0.747 |
| Time:damage | 0.0247 | 0.0110 | 2.24 | 0.0250 |