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Violence in video game produces a lower activation of limbic and temporal areas in response to social inclusion images.
Lai, Carlo; Pellicano, Gaia Romana; Altavilla, Daniela; Proietti, Alessio; Lucarelli, Giada; Massaro, Giuseppe; Luciani, Massimiliano; Aceto, Paola.
Afiliação
  • Lai C; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy. carlo.lai@uniroma1.it.
  • Pellicano GR; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
  • Altavilla D; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
  • Proietti A; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
  • Lucarelli G; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
  • Massaro G; Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Via degli Apuli 1, 00185, Rome, Italy.
  • Luciani M; Department of Neuroscience, Catholic University of Sacred Heart, Largo Francesco Vito, 1, 00168, Rome, Italy.
  • Aceto P; Department of Anesthesia, Emergency and Intensive Care Medicine, Fondazione Policlinico Universitario A. Gemelli IRCCS, Roma, Italia.
Cogn Affect Behav Neurosci ; 19(4): 898-909, 2019 08.
Article em En | MEDLINE | ID: mdl-30565058
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.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Limite: Adult / Female / Humans / Male Idioma: En Ano de publicação: 2019 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Limite: Adult / Female / Humans / Male Idioma: En Ano de publicação: 2019 Tipo de documento: Article