Esports and VR: how does it change EEG spectral dynamics of attention shift and maintenance?

IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2026-06-01 Epub Date: 2026-02-16 DOI:10.1016/j.chb.2026.108947
Alena Ovakimian, Ekaterina Karimova
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Abstract

The rapid expansion of technology is raising new questions about changes in attention skills in virtual reality (VR) and video games. In this study, we compared attention shifting and maintenance in a gamified Posner cueing task performed in virtual reality (VR) versus a traditional desktop (DT) setting, and between professional esports players and control participants. 69 healthy people took part in the study. EEG spectral markers (event-related desynchronization/synchronization (ERD/ERS) of attentional shift and maintenance were analyzed in the dorsal attention network (DAN) areas. Peak amplitudes and latencies were compared for the attention shift vs maintenance, VR vs DT demonstration and eSports athletes vs 2 groups of controls (amateurs and control group). Behaviorally, participants showed a pseudoneglect (faster responses to left targets) effect.
slower RT in VR. A reduced degree of alpha ERD amplitude and an earlier beta ERD peak in the VR environment was shown. This is associated with a reduced requirement for visual processing and earlier attentional control in VR.
The eSports players showed faster RT, attentional resources balance (theta ERS results) and flexible attentional control/policy and motor preparation strategy adaptation in DT after attentional shift and maintenance (beta ERD results), compared to the controls. Our results underscore the importance of considering environment and expertise when evaluating attentional processes.
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电子竞技和VR:它如何改变注意力转移和维持的脑电图频谱动态?
科技的快速发展引发了关于虚拟现实(VR)和视频游戏中注意力技能变化的新问题。在这项研究中,我们比较了在虚拟现实(VR)和传统桌面(DT)环境下进行的游戏化波斯纳提示任务中的注意力转移和维持,以及专业电子竞技选手和对照组参与者之间的注意力转移和维持。69名健康的人参加了这项研究。分析了背侧注意网络(DAN)区注意转移和维持的脑电谱标记(事件相关去同步/同步(ERD/ERS))。比较了注意转移与维持、VR与DT演示、电子竞技运动员与两组对照组(业余爱好者和对照组)的峰值振幅和延迟。在行为上,参与者表现出一种伪忽略效应(对左侧目标的反应更快)。VR中的慢速RT。在虚拟现实环境中,α ERD幅度减小,β ERD峰值提前。这与VR对视觉处理和早期注意力控制的要求降低有关。与对照组相比,电子竞技选手在注意转移和维持后的DT中表现出更快的RT、注意资源平衡(theta ERS结果)和灵活的注意控制/策略和运动准备策略适应(beta ERD结果)。我们的研究结果强调了在评估注意力过程时考虑环境和专业知识的重要性。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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