{"title":"电子竞技和VR:它如何改变注意力转移和维持的脑电图频谱动态?","authors":"Alena Ovakimian, Ekaterina Karimova","doi":"10.1016/j.chb.2026.108947","DOIUrl":null,"url":null,"abstract":"<div><div>The rapid expansion of technology is raising new questions about changes in attention skills in virtual reality (VR) and video games. In this study, we compared attention shifting and maintenance in a gamified Posner cueing task performed in virtual reality (VR) versus a traditional desktop (DT) setting, and between professional esports players and control participants. 69 healthy people took part in the study. EEG spectral markers (event-related desynchronization/synchronization (ERD/ERS) of attentional shift and maintenance were analyzed in the dorsal attention network (DAN) areas. Peak amplitudes and latencies were compared for the attention shift vs maintenance, VR vs DT demonstration and eSports athletes vs 2 groups of controls (amateurs and control group). Behaviorally, participants showed a pseudoneglect (faster responses to left targets) effect.</div><div>slower RT in VR. A reduced degree of alpha ERD amplitude and an earlier beta ERD peak in the VR environment was shown. This is associated with a reduced requirement for visual processing and earlier attentional control in VR.</div><div>The eSports players showed faster RT, attentional resources balance (theta ERS results) and flexible attentional control/policy and motor preparation strategy adaptation in DT after attentional shift and maintenance (beta ERD results), compared to the controls. Our results underscore the importance of considering environment and expertise when evaluating attentional processes.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"179 ","pages":"Article 108947"},"PeriodicalIF":8.9000,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Esports and VR: how does it change EEG spectral dynamics of attention shift and maintenance?\",\"authors\":\"Alena Ovakimian, Ekaterina Karimova\",\"doi\":\"10.1016/j.chb.2026.108947\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>The rapid expansion of technology is raising new questions about changes in attention skills in virtual reality (VR) and video games. In this study, we compared attention shifting and maintenance in a gamified Posner cueing task performed in virtual reality (VR) versus a traditional desktop (DT) setting, and between professional esports players and control participants. 69 healthy people took part in the study. EEG spectral markers (event-related desynchronization/synchronization (ERD/ERS) of attentional shift and maintenance were analyzed in the dorsal attention network (DAN) areas. Peak amplitudes and latencies were compared for the attention shift vs maintenance, VR vs DT demonstration and eSports athletes vs 2 groups of controls (amateurs and control group). Behaviorally, participants showed a pseudoneglect (faster responses to left targets) effect.</div><div>slower RT in VR. A reduced degree of alpha ERD amplitude and an earlier beta ERD peak in the VR environment was shown. This is associated with a reduced requirement for visual processing and earlier attentional control in VR.</div><div>The eSports players showed faster RT, attentional resources balance (theta ERS results) and flexible attentional control/policy and motor preparation strategy adaptation in DT after attentional shift and maintenance (beta ERD results), compared to the controls. Our results underscore the importance of considering environment and expertise when evaluating attentional processes.</div></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":\"179 \",\"pages\":\"Article 108947\"},\"PeriodicalIF\":8.9000,\"publicationDate\":\"2026-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563226000440\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2026/2/16 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563226000440","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/2/16 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
Esports and VR: how does it change EEG spectral dynamics of attention shift and maintenance?
The rapid expansion of technology is raising new questions about changes in attention skills in virtual reality (VR) and video games. In this study, we compared attention shifting and maintenance in a gamified Posner cueing task performed in virtual reality (VR) versus a traditional desktop (DT) setting, and between professional esports players and control participants. 69 healthy people took part in the study. EEG spectral markers (event-related desynchronization/synchronization (ERD/ERS) of attentional shift and maintenance were analyzed in the dorsal attention network (DAN) areas. Peak amplitudes and latencies were compared for the attention shift vs maintenance, VR vs DT demonstration and eSports athletes vs 2 groups of controls (amateurs and control group). Behaviorally, participants showed a pseudoneglect (faster responses to left targets) effect.
slower RT in VR. A reduced degree of alpha ERD amplitude and an earlier beta ERD peak in the VR environment was shown. This is associated with a reduced requirement for visual processing and earlier attentional control in VR.
The eSports players showed faster RT, attentional resources balance (theta ERS results) and flexible attentional control/policy and motor preparation strategy adaptation in DT after attentional shift and maintenance (beta ERD results), compared to the controls. Our results underscore the importance of considering environment and expertise when evaluating attentional processes.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.