| The ubiquity of electronic video games in today’s society has led to great interest in its impact on the brain and behavior and the possibility of using games.More and more studies have found that video game training improves various cognitive functions,and one type of action video game(Action Video Game(AVG))short-term training can improve the neural plasticity of the brain.On the other hand,with the development of Brain-Computer Interface(BCI)technology,it has been widely used in various fields such as security,polygraph detection,vigilant monitoring,games,and education.However,there is little research on games combined with brain-computer interface,and it is unclear whether the intervention of brain-computer interface control games has an effect on neural plasticity.Based on this,this article is based on the brain-computer interface of Motion-Onset Visual Evoked Potential(mVEP),and uses it and traditional methods to control the firstperson shooting game(First-Person Shooting Game,FPS)short-term intervention to explore Differences in the effects of these two interventions on visual selective attention(VSA)brain plasticity.This study recruited 25 male participants who had not been exposed to video games,especially action video games in the past six months,and were randomly assigned to the experimental group(brain-computer interface control game,BCI_Game,13participants)and the control group(play manually The game,Handle_Game,12participants),trained them for 1 hour for a short time.The psychology recognized the useful field of view paradigm(Useful Field Of View Paradigm,UFOV)to investigate the possibility of brain plasticity,and analyzed the behavior data generated in the UFOV task before and after game intervention and VSA-related ERPs components P300,N200,N100.The main work and research results of this article are as follows:(1)Completed the design and development of a first-person shooter(mVEP_BCI_FPS)application software system based on a brain-computer interface based on motor evoked potentials,and provided a research tool for this article,which includes a brain-computer interface based on Unity And two parts of a first person shooter.(2)From the aspect of behavior,after 1 hour of short-term training,the behavioral data(accuracy and response time)of the two groups of subjects improved significantly,reaching a significant level.The results show that the interventions of BCI_Game and Handle_Game both help to improve the cognitive function of visual selective attention,and are also reflected in the search efficiency of target stimuli in the useful field of vision paradigm(UFOV)task.The above results also verify the effectiveness of the mVEP_BCI_FPS system in this paper.(3)In terms of electrophysiology,after 1 hour of game intervention,the average amplitude of the P300 component induced by the experimental group(BCI_Game)subjects in the UFOV task before and after game training was significantly improved.It showed that the short-term training of mVEP_BCI_FPS mode increased the participant’s investment in visual attention resources,which was related to the top-down modulation effect of visual selective attention resource allocation.Before and after the 1-hour short-term game training,the average amplitude of the N200 component generated in the UFOV task increased to a significant level,which reflects that game training increases the ability to control visual selective attention,which is manifested in non-target stimulation Inhibited the reaction.The average amplitude of the N100 component has no significant difference before and after game training.This is because N100 as an ”exogenous” component is mainly related to the physical properties of visual stimuli;the control group at the same game experience level(Handle_Game)The change trends and results of the subjects in each component group of ERPs are similar to the experimental group.The above results verify the rationality and scientificity of the experimental design of this study.However,the difference in the average amplitude of the P300 and N200 components of the ERPs between the groups is significantly different.The amplitude of the ERPs of the experimental group rises faster.The difference between the average amplitude of the N100 components is not significant.This shows the way of controlling the game with the braincomputer interface.The intervention is more plastic than the traditional game training method(Handle_Game)in visual selective attention. |