Video Games and Brain Activation : Functional MRI Study
-
- SAITO Keiichi
- Research Center for Advanced Technologies, Tokyo Denki University
-
- HOSHI Hiroyuki
- School of Engineering, Tokyo Denki University
-
- KAWASUMI Masashi
- School of Engineering, Tokyo Denki University
-
- SAITO Masao
- Research Center for Advanced Technologies, Tokyo Denki University
Bibliographic Information
- Other Title
-
- テレビゲームと脳活動 : 機能的MRIによる研究
- テレビ ゲーム ト ノウ カツドウ キノウテキ MRI ニ ヨル ケンキュウ
Search this article
Description
Brain areas activated by three different-genre video games, Racing, Rhythm Action and Tabletop game (Mahjong), were compared in a functional magnetic resonance imaging (fMRI) study. Ten right-handed healthy participants performing experiments and analyzed using statistical parametric mapping. The racing game requiring simple planning activated the right prefrontal cortex, and Mahjong, which needs complex planning, activated the bilateral prefrontal cortex. On the contrary, the rhythm action game did not activate the prefrontal cortex. On the other hand, the games of racing and rhythm action, which required real-time responses, activated the right inferior prefrontal cortex. Mahjong, which does not require real-time reactions, did not, however, activate this area. These results indicate that the areas of brain activation while playing different-genre video games depended on the combination of required skills for each game.
Journal
-
- Journal of Biomedical Fuzzy Systems Association
-
Journal of Biomedical Fuzzy Systems Association 8 (1), 93-98, 2006
Biomedical Fuzzy Systems Association
- Tweet
Details 詳細情報について
-
- CRID
- 1390001204481433216
-
- NII Article ID
- 110006794503
-
- NII Book ID
- AA1145146X
-
- ISSN
- 24242578
- 13451537
-
- NDL BIB ID
- 8960922
-
- Text Lang
- ja
-
- Data Source
-
- JaLC
- NDL Search
- CiNii Articles
-
- Abstract License Flag
- Disallowed