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Perspective and agency during video gaming influences spatial presence experience and brain activation patterns
BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1) if he were actually located (self-location) and 2) able to act in the virtual environment (possible actions). In this study, two main media...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2012
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3476392/ https://www.ncbi.nlm.nih.gov/pubmed/22812540 http://dx.doi.org/10.1186/1744-9081-8-34 |
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author | Havranek, Michael Langer, Nicolas Cheetham, Marcus Jäncke, Lutz |
author_facet | Havranek, Michael Langer, Nicolas Cheetham, Marcus Jäncke, Lutz |
author_sort | Havranek, Michael |
collection | PubMed |
description | BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1) if he were actually located (self-location) and 2) able to act in the virtual environment (possible actions). In this study, two main media factors (perspective and agency) were investigated while participants played a commercially available video game. METHODS: The differences in SP experience and associated brain activation were compared between the conditions of game play in first person perspective (1PP) and third person perspective (3PP) as well as between agency, i.e., active navigation of the video game character (active), and non-agency, i.e., mere passive observation (passive). SP was assessed using standard questionnaires, and brain activation was measured using electroencephalography (EEG) and sLORETA source localisation (standard low-resolution brain electromagnetic tomography). RESULTS: Higher SP ratings were obtained in the 1PP compared with the 3PP condition and in the active compared with the passive condition. On a neural level, we observed in the 1PP compared with the 3PP condition significantly less alpha band power in the parietal, the occipital and the limbic cortex. In the active compared with the passive condition, we uncovered significantly more theta band power in frontal brain regions. CONCLUSION: We propose that manipulating the factors perspective and agency influences SP formation by either directly or indirectly modulating the ego-centric visual processing in a fronto-parietal network. The neuroscientific results are discussed in terms of the theoretical concepts of SP. |
format | Online Article Text |
id | pubmed-3476392 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2012 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-34763922012-10-20 Perspective and agency during video gaming influences spatial presence experience and brain activation patterns Havranek, Michael Langer, Nicolas Cheetham, Marcus Jäncke, Lutz Behav Brain Funct Research BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1) if he were actually located (self-location) and 2) able to act in the virtual environment (possible actions). In this study, two main media factors (perspective and agency) were investigated while participants played a commercially available video game. METHODS: The differences in SP experience and associated brain activation were compared between the conditions of game play in first person perspective (1PP) and third person perspective (3PP) as well as between agency, i.e., active navigation of the video game character (active), and non-agency, i.e., mere passive observation (passive). SP was assessed using standard questionnaires, and brain activation was measured using electroencephalography (EEG) and sLORETA source localisation (standard low-resolution brain electromagnetic tomography). RESULTS: Higher SP ratings were obtained in the 1PP compared with the 3PP condition and in the active compared with the passive condition. On a neural level, we observed in the 1PP compared with the 3PP condition significantly less alpha band power in the parietal, the occipital and the limbic cortex. In the active compared with the passive condition, we uncovered significantly more theta band power in frontal brain regions. CONCLUSION: We propose that manipulating the factors perspective and agency influences SP formation by either directly or indirectly modulating the ego-centric visual processing in a fronto-parietal network. The neuroscientific results are discussed in terms of the theoretical concepts of SP. BioMed Central 2012-07-19 /pmc/articles/PMC3476392/ /pubmed/22812540 http://dx.doi.org/10.1186/1744-9081-8-34 Text en Copyright ©2012 Havranek et al.; licensee BioMed Central Ltd. http://creativecommons.org/licenses/by/2.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Research Havranek, Michael Langer, Nicolas Cheetham, Marcus Jäncke, Lutz Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title | Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title_full | Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title_fullStr | Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title_full_unstemmed | Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title_short | Perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
title_sort | perspective and agency during video gaming influences spatial presence experience and brain activation patterns |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3476392/ https://www.ncbi.nlm.nih.gov/pubmed/22812540 http://dx.doi.org/10.1186/1744-9081-8-34 |
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