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The Impact Of Competitive Games On Cognitive Function Based On Virtual Reality

Posted on:2022-06-26Degree:MasterType:Thesis
Country:ChinaCandidate:S X ZhouFull Text:PDF
GTID:2507306509977259Subject:Sports science
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Purpose: This study analyzes the EEG signals of college students with different game levels under the intervention of video game s,investigates different types of game stimuli,different levels of game players and non-game players’ brain cognitive function influence mechanism,and explores different levels of game players The performance difference between players and non-game players in the stress and stimulation of the virtual reality environment.Method: Select 11 action video game players as the experim ental group(FPS group),15 other types of game players as the experimental group 2(n-FPS group)and12 non-electronic game players as the non-expert group(CG group).Use BP(Brain Products)EEG software,"Peace Elite" video game and E-prime software for data collection and preprocessing.Using SPSS 26.0 software and Graph Pad Prism 7software,the behavioral data and EEG data obt ained after processing were separately analyzed by independent sample t test,one-way analysis of variance,simple effect test and other aspects.Results: In the comparison of the accuracy of different cognitive behavioral tasks: "Go" sound stimulus recognition accuracy is significantly better for game players than non-game players(p<0.05).For emotional face recognition,visual spatial attention and 1-back digital memory,the reaction time of game players is also significantly faster than that of non-game players(p<0.05).Comparison of EEG brain waves and ERP event-related potentials: in different styles of games The brain waves of the four waveforms in the control group were higher than those of the two experimental groups.In the emotional face recognit ion,the latency of the P1 component of the action game group was significantly later than that of the control group on the O1 and O2 electrodes(p<0.05).In the visual space,pay attention to the amplitude of each stimulus of P2,P3,N1,and N2 in the act ion video game The amplitude of the group was significantly higher than that of the control group(p<0.05).On the two stimulus conditions in the Go-Nogo task,the P3 and N2 component amplitudes of the action video game group were significantly higher than those of the control group(P<0.05).No significant difference was found in the experiment.Conclusion: Game players show a greater advantage over non-game players in response time,and the speed of response to stimuli is increased while the accuracy rate is not significantly reduced,which reflects the rapid and accurate cognition of attention and decision-making of game players.The difference in the average brainwave activity of non-game players and game players during the game may reflect the improvement of game players’ related cognitive abilities.In addition,the brain cognition trends reflected by game players in visual spa tial attention and Go-Nogo tasks provide theoretical feasibility for future research.
Keywords/Search Tags:Brain Function, ERP, Virtual Reality, Competitive Games, Cognition
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