单次电子游戏提高大学生的认知功能:来自行为和fNIRS评估的证据。

IF 3.2 3区 医学 Q2 PSYCHIATRY
Frontiers in Psychiatry Pub Date : 2025-09-24 eCollection Date: 2025-01-01 DOI:10.3389/fpsyt.2025.1640142
Chuangtao Li, Xiaodan Guo, Jingsong Wang, Shen Wang
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引用次数: 0

摘要

目的:在数字智能时代,电子游戏在大学生中非常流行,游戏时间也在迅速增加。人们对电子游戏提高认知功能的研究越来越感兴趣,电子游戏在提高认知功能方面显示出巨大的潜力。然而,目前的大多数研究都集中在长期游戏体验或短期游戏训练对认知功能的影响上,尚不清楚单次视频游戏是否同样有效。本研究的主要目的是评估单次游戏对大学生认知功能的影响,并探讨其潜在机制。方法:从福州市某高校招募43名大学生,随机分为VG组(电子游戏)和nVG组(非电子游戏)。测试前和测试后的行为和功能近红外光谱(fNIRS)数据从参与者收集。统计数据采用重复测量方差分析(repeated measures ANOVA)进行分析,如果交互效应显著,则进行简单效应分析,并采用Bonferroni方法进行校正。结果:(1)视频游戏后,VG组表现出较短的RT(反应时间)、较高的ACC(准确性)和较高的RCS(反应正确性得分),而nVG组表现出较长的RT、较低的ACC和较低的RCS。(2) VG组6、9、29通道氧合血红蛋白(Oxy-Hb)测试后浓度升高,特别是在双侧眶额叶皮质(OFC)和左背外侧前额叶皮质(DLPFC),而nVG组前额叶皮质(PFC)激活水平变化很小。结论:认知参与式电子游戏能有效提高男大学生的认知能力。其潜在机制可能与电子游戏促进前额叶激活密切相关,从而提高反思能力、处理速度和决策水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Single video games improve cognitive functioning in college students: evidence from behavioral and fNIRS assessments.

Objective: In the digital intelligence era, video games have become highly popular among college students, with the duration of playtime escalating rapidly. There is a growing research interest in video games to improve cognitive function, and video games have shown great potential in improving cognitive function. However, most of the current studies have focused on the effects of long-term gaming experience or short-period gaming training on cognitive functioning, and it remains unknown whether a single session of video gaming is equally effective. The primary aim of this study was to evaluate the impact of a single gaming session on the cognitive functions of college students and to explore its underlying mechanisms.

Methods: Forty-three college students from a university in Fuzhou City were recruited and randomly assigned to either the VG group (video game) or the nVG group (non-video game). Pre- and post-test behavioral and functional near-infrared spectroscopy (fNIRS) data were collected from the participants. The statistics were analyzed using repeated measures ANOVA, with simple effects analysis conducted if interaction effects were significant, and corrections applied using the Bonferroni method.

Results: (1) Following the video game session, the VG group exhibited shorter RT (reaction times), higher ACC (accuracy), and greater RCS (response correctness scores), whereas the nVG group experienced longer RT, lower ACC, and lower RCS. (2) In the VG group, post-test concentrations of Oxy-Hb in channels 6, 9, and 29 were elevated, particularly in the bilateral orbitofrontal cortex (OFC) and left dorsolateral prefrontal cortex (DLPFC), while there was minimal change in prefrontal cortex (PFC) activation levels in the nVG group.

Conclusions: Cognitively engaging video games can effectively enhance the cognitive abilities of male college students. The underlying mechanism may be closely related to the promotion of prefrontal lobe activation by video games, which in turn improves reflective ability, processing speed, and decision-making levels.

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来源期刊
Frontiers in Psychiatry
Frontiers in Psychiatry Medicine-Psychiatry and Mental Health
CiteScore
6.20
自引率
8.50%
发文量
2813
审稿时长
14 weeks
期刊介绍: Frontiers in Psychiatry publishes rigorously peer-reviewed research across a wide spectrum of translational, basic and clinical research. Field Chief Editor Stefan Borgwardt at the University of Basel is supported by an outstanding Editorial Board of international researchers. This multidisciplinary open-access journal is at the forefront of disseminating and communicating scientific knowledge and impactful discoveries to researchers, academics, clinicians and the public worldwide. The journal''s mission is to use translational approaches to improve therapeutic options for mental illness and consequently to improve patient treatment outcomes.
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