基于多用户神经反馈的游戏中竞争与协作中的脑同步

Ioana Susnoschi Luca, F. Putri, Hao Ding, A. Vučković
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引用次数: 3

摘要

多用户游戏过程中的脑电图超扫描为研究不同范式下社会互动的大脑特征提供了机会。在这项研究中,我们旨在描述合作和竞争α神经反馈游戏中游戏策略的神经特征和基于阶段的功能连接模式。20对没有亲密关系的参与者参加了三组合作或竞争的多用户神经反馈(NF),使用相同的图形用户界面,使用相对Alpha (RA)功率作为控制信号。合作组必须将RA保持在彼此的5%以内才能获得一分,而竞争组的成员如果RA比对手高10%就可以获得分数。在协作或竞争游戏中,脑间同步只存在于游戏过程中,而不存在于基线阶段。频谱分析和脑间连通性表明,在协作游戏中,静息状态α含量较高的玩家更积极地调节他们的RA以匹配他们的伙伴。此外,在θ和α波段的同源大脑结构之间的互联性是最强的,表明了相似程度的计划和社会交换。竞争性游戏强调了能够放松并以这种方式维持RA的参与者与那些方法不成功的参与者之间的差异。对脑间连接的分析显示,输家的额叶区域参与其中,而赢家则没有,这表明,前者试图将可能适合传统游戏的策略进行心理化和应用,但不适用于基于α神经反馈的游戏。我们证明了在基于多人非言语NF的博弈中,获胜策略依赖于博弈规则和对手的行为。在现实世界中成功游戏的心理策略可能并不适用于基于nf的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Brain Synchrony in Competition and Collaboration During Multiuser Neurofeedback-Based Gaming
EEG hyperscanning during multiuser gaming offers opportunities to study brain characteristics of social interaction under various paradigms. In this study, we aimed to characterize neural signatures and phase-based functional connectivity patterns of gaming strategies during collaborative and competitive alpha neurofeedback games. Twenty pairs of participants with no close relationship took part in three sessions of collaborative or competitive multiuser neurofeedback (NF), with identical graphical user interface, using Relative Alpha (RA) power as a control signal. Collaborating dyads had to keep their RA within 5% of each other for the team to be awarded a point, while members of competitive dyads scored points if their RA was 10% above their opponent's. Interbrain synchrony existed only during gaming but not during baseline in either collaborative or competitive gaming. Spectral analysis and interbrain connectivity showed that in collaborative gaming, players with higher resting state alpha content were more active in regulating their RA to match those of their partner. Moreover, interconnectivity was the strongest between homologous brain structures of the dyad in theta and alpha bands, indicating a similar degree of planning and social exchange. Competitive gaming emphasized the difference between participants who were able to relax and, in this way, maintain RA, and those who had an unsuccessful approach. Analysis of interbrain connections shows engagement of frontal areas in losers, but not in winners, indicating the formers' attempt to mentalise and apply strategies that might be suitable for conventional gaming, but inappropriate for the alpha neurofeedback-based game. We show that in gaming based on multiplayer non-verbalized NF, the winning strategy is dependent on the rules of the game and on the behavior of the opponent. Mental strategies that characterize successful gaming in the physical world might not be adequate for NF-based gaming.
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