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Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting
http://hdl.handle.net/10091/00020172
http://hdl.handle.net/10091/000201721b22a411-0771-4757-8f69-49c892f44e99
名前 / ファイル | ライセンス | アクション |
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25257101_01.pdf (650.2 kB)
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Item type | 学術雑誌論文 / Journal Article(1) | |||||
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公開日 | 2018-01-18 | |||||
タイトル | ||||||
タイトル | Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting | |||||
言語 | en | |||||
言語 | ||||||
言語 | eng | |||||
DOI | ||||||
識別子タイプ | DOI | |||||
関連識別子 | https://doi.org/10.4172/2161-1009.1000164 | |||||
関連名称 | 10.4172/2161-1009.1000164 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | Near-infrared spectroscopy | |||||
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主題Scheme | Other | |||||
主題 | Videogames | |||||
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主題Scheme | Other | |||||
主題 | Oxygenated hemoglobin concentration | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | Angular gyrus | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | Supramarginal gyrus | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | journal article | |||||
著者 |
Fujimori, Satomi
× Fujimori, Satomi× Terasawa, Koji× Murata, Yuki× Ogawa, Kishiko× Tabuchi, Hisaaki× Yanagisawa, Hiroki× Terasawa, Saiki× Shinohara, Kikunori× Yanagisawa, Akitaka |
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信州大学研究者総覧へのリンク | ||||||
表示名 | Terasawa, Koji | |||||
URL | http://soar-rd.shinshu-u.ac.jp/profile/ja.jhSeuUkV.html | |||||
信州大学研究者総覧へのリンク | ||||||
表示名 | Terasawa, Saiki | |||||
URL | http://soar-rd.shinshu-u.ac.jp/profile/ja.jeSmuUkV.html | |||||
出版者 | ||||||
出版者 | OMICS International | |||||
引用 | ||||||
内容記述タイプ | Other | |||||
内容記述 | Biochemistry & Analytical Biochemistry.4(2):164(2015) | |||||
書誌情報 |
Biochemistry & Analytical Biochemistry 巻 4, 号 2, p. 164, 発行日 2015-02-28 |
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抄録 | ||||||
内容記述タイプ | Abstract | |||||
内容記述 | The purpose of this study was to compare the hemodynamic changes that occur during Mahjong game play in virtual and real-life settings. Fourteen healthy right-handed men (average age ± standard deviation; 36.7 ± 14.9 years) played: 1) a Mahjong solitaire game on a video console against virtual rivals; 2) a Mahjong game against human opponents without conversation; and 3) a Mahjong game against human opponents with conversation. We measured oxygenated hemoglobin concentration at 44 locations over both hemispheres during Mahjong game play in each setting using near-infrared spectroscopy. The increase in oxygenated hemoglobin concentration at several locations, including Broca’s area, the somatosensory cortex, the somatosensory association cortex, the supramarginal gyrus part of Wernicke’s area, the primary and auditory association cortex, the angular gyrus part of Wernicke’s area, and the associative visual cortex was greater during game play in the real-life settings than during game play in the video game setting. There were no significant differences during game play in real-life settings without and with conversation. Each cortical area correlated with broad or specific areas. The common correlation areas were found at Angular gyrus part of Wernicke’s area of left hemisphere during real-life settings without and with conversation, but not during game play in a video game setting. These results suggest that the brain responds differently to game play in real world and virtual world settings, and indicate that comparison of games played in the virtual world and the real world may be an effective model to enhance understanding of the effects of video game on the brain. | |||||
資源タイプ(コンテンツの種類) | ||||||
内容記述タイプ | Other | |||||
内容記述 | Article | |||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 2161-1009 | |||||
権利 | ||||||
権利情報 | © 2015 Fujimori S, et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. | |||||
出版タイプ | ||||||
出版タイプ | VoR | |||||
出版タイプResource | http://purl.org/coar/version/c_970fb48d4fbd8a85 |