犒賞系統
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犒賞系統,當中犒賞讀音為粵拼:hou3 soeng2,又叫報償系統,係神經科學同心理學上嘅概念。犒賞系統包括一系列緊密相連嘅神經系統結構,呢啲結構一齊負責控制動物追求令佢哋愉悅嘅嘢[註 1]。當中令隻動物愉悅嘅嘢包括有食物同食水等生存必需要嘅物品、人與人之間嘅情感聯繫、以至打機等嘅娛樂活動呀噉。呢啲嘢就謂之神經科學上講嘅犒賞[1][2]。
透過日常生活嘅觀察經已可知,好味嘅食物、水、人之間情感上嘅親密、以及打機等嘅娛樂活動都有一個共同點,就係佢哋都能夠令人得到快感。可以噉想像:响廿世紀,神經科學同心理學等領域嘅研究者用各種技術,觀察人同第啲動物嘅腦喺面對呢啲事物嗰陣會起乜嘢變化;佢哋發現呢啲嘢會引起嘅腦活動規律,有好多相似之處,簡單講就係有某啲腦區硬係會對呢啲嘢有反應;於是學界就有咗犒賞系統嘅諗頭,個主意係話犒賞系統包括嘅神經系統構造,負責控制動物面對犒賞嗰陣嘅情緒同行為變化[3][4]。
對犒賞系統嘅研究有一定嘅實用價值:喺精神醫學上已知,有唔少心理病查實都同犒賞系統失靈有啦掕,例如簡化講,人對毒品或者煙酒等嘅物質上癮,好多時都涉及佢哋嘅犒賞系統對引起上癮嗰種物質有異常咁勁嘅反應,令到佢有動機要係噉走去吸收嗰樣物質[5][6];另一方面,遊戲設計同相關嘅領域嘅研究者,又有興趣探究人嘅犒賞系統係點運作嘅,諗住藉住呢啲知識設計出令玩家想一玩再玩嘅遊戲[7]。
基礎概念
[編輯]犒賞概念
[編輯]

定義上,犒賞系統係一系列嘅神經系統結構,共通點係會一同對犒賞起反應。因為噉,要研究犒賞系統,有必要思考呢條問題:
乜嘢謂之犒賞?
喺動物行為學同相關嘅領域上,心理犒賞[英 1]可以想像成係一類嘅事物,具有以下呢幾種特性[9][10]:
- 強化[英 2]:如果某樣行為能夠幫隻動物得到犒賞嘅話,隻動物做嗰樣行為嘅機率或者強度會提升;例如將一隻大鼠擺喺斯金納箱入面,箱入面有個佢掂得到嘅掣,每次隻大鼠撳掣嗰陣,研究員都俾食物佢;實證研究表明,噉樣做會令到隻大鼠係噉勁撳個掣[註 2],即係會提升佢撳掣嘅機率[11][12]。
- 兩大行為模式:
此外,犒賞傾向會帶嚟快感[英 5][15][註 1]:得到犒賞會令隻動物覺得享受;喺廿世紀嗰時快感呢個概念一度俾人詬病,話佢唔夠科學,因為批評者覺得快感太過主觀,淨係有得靠人嘅口頭報告嚟得知,難以客觀量度,而神經科學同心理學原則上係靠科學方法嘅,要講求客觀;但及後嘅神經科學研究發現,人話自己覺得有快感嗰陣,佢個腦某啲化合物嘅濃度會起變化,例如係安多酚等嘅神經傳遞素噉,而第啲動物嘅腦都會喺搵到嘢食嗰時,出現相似嘅變化。
進化思考
[編輯]犒賞系統嘅起源,可以由進化論嘅角度嚟諗:物競天擇嘅過程傾向係,基因要有助隻動物生存同繁殖,先有較大嘅機會可以傳到去後代嗰度;動物要維持自己存在,首先要有嘢食同食水,而好似人類呢啲有高度社會性嘅動物,仲需要同自己同伴維持一定嘅人際關係,而且無論係咪有社會性都好,動物要能夠繁殖先可以將基因傳俾下一代,而對於有返咁上下複雜嘅動物嚟講,繁殖嘅過程通常都實會涉及性愛;依家想像兩隻個體 A 同 B [10],
- A 嘅腦有完善嘅犒賞系統,識得有趨近行為,主動行埋去呢啲對佢生存繁殖有利嘅嘢度,仲會係噉做出幫佢得到呢啲嘢嘅行為,即係識得有行為強化;
- B 唔曉做呢啲嘢;
直覺上認為,前者成功噉生存同繁殖嘅機率理應會高過後者,即係前者較大機會將令佢個腦有犒賞系統嘅基因傳俾下一代;於是現存嘅動物物種差唔多冚唪唥都進化到具有某啲形式嘅犒賞系統,識得追求食物同性愛等喺進化史上有助佢哋祖先生存同繁殖嘅嘢[註 3][16]。
喺高智能嘅動物物種當中,犒賞仲可以包括隻動物嘅祖先喺進化史上未接觸過嘅嘢:例如係錢噉,史前嘅人類祖先唔知乜嘢係錢,噉係因為錢要等到文明發展,先有人發明出嚟,用以做貿易嘅媒介;但到咗廿一世紀初,一般人都清楚知道錢嘅功能,明白得到錢就可以用錢嚟換取令佢哋有快感嘅嘢,反映現代人會將錢同食物等原始嘅犒賞聯想埋一齊[註 4]而錢呢樣嘢就變成咗犒賞嘅一種[14][17]。
涉及結構
[編輯]犒賞系統嘅概念,部份源於神經造影[英 6]技術。神經造影泛指一系列嘅技術,能夠用物理方法產生圖像,描述受試者嘅腦嘅狀態,例子有磁力共振造影,或者係腦電圖呀噉。响廿世紀嗰陣,神經科學同心理學等領域嘅研究者就有喺度用神經造影,探討人同第啲動物面對犒賞嗰陣,腦部會有乜嘢變化。
犒賞系統個主意始源自一九五四年:當時有神經科學研究者將電極植入去大鼠嘅腦,諗住用電極嚟刺激大鼠嘅腦嘅某啲特定位置,呢啲電極駁住受試大鼠掂得到嘅掣;結果發現,啲大鼠唔使幾耐就學識係噉撳掣,得到電極刺激;及後研究者又有喺人類身上做同樣嘅實驗,搵到一樣嘅結果。於是當時嘅神經科學家就有咗個諗法:呢啲實驗搵到嘅腦區一受刺激,就會令隻動物覺得好有快感,所以啲動物想呢啲腦區係噉受刺激,而事實係打後嘅研究表明,嗰啲腦區仲會喺隻動物追求或者攞到犒賞嗰時,有強烈嘅活動,於是就帶起咗犒賞系統嘅諗法[18][19]。
根據廿一世紀初嘅理論模型,人類犒賞系統涉及嘅神經通道掂到嘅腦區主要係包括咗腹側被蓋區、杏仁核、海馬體、線條體同埋前額皮層。下圖係人腦由左面睇嘅切面圖,幅圖標示犒賞系統涉及嘅腦區同埋神經通道,每條神經通道嘅色彩表示條通道由邊種神經傳遞素主導。

圖解:
底層結構
[編輯]| 人類犒賞系統嘅各區域,撳幅圖可放大 | ||||||
|---|---|---|---|---|---|---|
線條體
[編輯]線條體[英 13]嘅功能大致上係由
腹側線條體[英 14],包括
背側線條體[英 16]同學識對件犒賞有反應,零舍有關。當隻動物持續接觸到某犒賞,伏隔核同背側線條體之間會產生訊號迴圈,令到伏隔核能夠喺件犒賞唔實際存在嘅情境下,啟動背側線條體嘅反應,反映學習行動與結果間嘅連結,簡化講即係話背側線條體令學習者接觸過件犒賞幾次之後,就開始將帶嚟犒賞嘅行動同個結果,即係犒賞,連埋一齊,即係例如有個人,佢食過一味佢好鍾意嘅餸食過幾次,跟住佢就會將行動同結果連埋一齊,仲會主動去搵嗰味餸嚟食。由於呢個緣故,背側線條體被指係同渴求好有關,會搞到毒品上癮嘅人成日主動想去搵毒品[35][36]。
前額皮層
[編輯]
前額皮層對犒賞系統嘅管控,被指係自控嘅重要一環。
- 延遲折扣[英 18]方面嘅研究有探討,動物點樣做決定,揀選要即時得到細小嘅滿足感,定係要將來得到重大嘅滿足感;簡單例子有,聽日要考試,依家去打機或者同朋友去食放題有即時嘅快感,但係考試失敗會有長遠後果,依家溫書冇即時嘅快感,但考試成功可以導致將來有更大嘅快感;喺非人動物嘅研究中,仲有用斯金納箱噉嘅方法做實驗,睇下大鼠揀即時得到細嚿嘅食物,抑或係要將來得到大嚿嘅食物;延遲折扣講緊嘅就係延遲會造成折扣,即係指如果某犒賞要延遲先得到,其主觀價值會細咗[39][40]。
- 延遲折扣可以噉理解,係反映緊一個人有幾珍惜要隔一段時間至會得到嘅犒賞,對自控能力嚟講好重要:想像有個人,佢有個朋友嘗試說服佢吸毒;佢有足夠嘅智能,心知毒品吸咗之後喺短時間內係會好興奮,但佢亦都知道,吸毒上癮長遠嚟講有好負面嘅後果嘅,即係長遠會令自己得到嘅快感總量大跌;噉即係話佢要喺短期嘅細嚿利益同長期嘅大嚿利益,兩個選擇中二揀一。實證嘅心理學研究表明,人同人之間喺延遲折扣上有差異,有啲人冇咁重視長遠嘅利益,主觀覺得長遠嘅大嚿利益冇咁有價值,即係對延遲嘅犒賞有較大程度嘅折扣,較傾向為咗短期嘅快感而犧牲長期利益[41]。
廿一世紀初嘅研究搵到證據,前額皮層响延遲折扣中扮演住一定嘅角色:有研究者試過一路用神經造影監察受試者嘅腦活動,一路叫佢哋做延遲折扣決策,由細嘅短期利益同大嘅長期利益之間做選擇,發覺前額皮層其中某幾橛嘅活動,同個體嘅延遲折扣幅度有顯著嘅相關[42][43]。簡化講,前額皮層嘅神經元會計算每個選項嘅價值[註 7]然後按每個選項嘅主觀價值,傳訊號去犒賞系統嘅其餘部份,調控嗰啲部份嘅活動,例如依家前額皮層決定,認為短期快感嘅選項冇長期利益嗰個咁好,佢就會傳訊號,阻止杏仁核產生會引導人去追求短期快感嘅情緒變化。因為噉,前額皮層嘅功能對自控能力有深遠嘅影響[38][44]。
快感中心
[編輯]快感對犒賞嚟講相當重要:人得到同享用犒賞嗰陣,佢嘅腦活動會產生一啲特定嘅變化,而人類經歷呢種變化嗰時,好多時都會話自己感受到愉悅嘅感覺;而人以外嘅動物雖然唔曉講自己嘅感受俾研究者聽,但神經造影研究顯示,佢哋得到同享用犒賞嗰時,腦部都會出現好似人類得到快感嗰時噉嘅活動。由進化論嘅角度嚟睇,快感有人會定義做一種腦狀態,而呢種狀態起到訊號噉嘅作用,用嚟話俾個腦嘅其餘部份知攞到犒賞,後者知道要郁手做得到犒賞嗰時應該要做嘅嘢,例如喺快感出現嗰陣,有份做學習功能嘅腦區要郁手改變腦部嘅參數,強化令自己攞到件犒賞嗰樣行為,提升自己下次做嗰樣行為嘅機率[45]。
快感中心[英 19]係指犒賞系統當中負責引起快感嘅一系列腦區。截至二〇二〇年為止,神經科學研究經已搵到多個快感中心,而當中包括伏隔核、前額皮層一部份嘅眶額皮質、基底核以至島葉等嘅多個腦區,都被指係同快感有關,都會喺攞到犒賞嗰陣啟動[註 8],無論件犒賞係嘢食、朋友定性愛都如是[46][47];呢啲腦區之間有緊密嘅連繫,佢哋是但一個啟動都可能會令到其餘嗰啲跟住啟動,而快感呢樣嘢需要多個部份協作,先至可以產生。而廿一世紀初神經內科上已知,呢啲腦區因為病變等嘅原因而受損,可能會搞到病人難以再得到快感嘅情況,形成所謂嘅失樂,呢樣嘢往往會搞到患者冇嗮生活嘅樂趣[48][49]。
個體差異
[編輯]
理論上,同一個物種嘅唔同個體可以喺犒賞系統嘅物理特性上有差異,而呢啲差異可以導致各方面嘅行為同認知差異。
強化敏感度理論[英 20]主張,唔同個體喺犒賞系統嘅各種特性上可以有差異,呢啲差異會令佢哋嘅犒賞系統嘅敏感度有差異,而呢種差異係人同人之間有性格上嘅差異主因之一[50]。例如:
- 普遍嘅外向度:有啲人犒賞系統敏感度高,容易對犒賞有強烈嘅反應;喺行為上,呢啲人可能較傾向例如一見到新朋友就即刻主動行埋去結識,或者係受酒精刺激嗰陣感受強烈快感,因而展示出強烈嘅正面情緒反應[51],呢啲人可以算係較外向,而事實係性格心理學研究試過用心理測驗方法,話自己係外向或者俾朋友屋企人話佢哋外向嘅人,較易喺遇到犒賞嗰陣,犒賞系統各腦區出現高強度嘅活動[52]。
- 衝動:就算個人嘅犒賞系統敏感,都唔表示佢一見到犒賞就實會出現趨近同消費行為;前額皮層有能力做出自控相關嘅功能,如果前額皮層覺得即刻攞犒賞對自己長遠嚟講不利,例如有人叫自己試毒品,但自己心知吸毒對自己長遠有害,前額皮層就會阻止犒賞系統其餘部份做嘢;如果有個人嘅犒賞系統敏感度高得嚟前額皮層功能又唔夠強,就較可能會令到呢種功能失靈,明知追短期犒賞對自己長遠不利,都照樣去追,而呢種現象就係現代心理學講嘅衝動性格[53]。
- 感覺追求[英 21]:犒賞分好多種,而唔同人可能會偏好唔同嘅犒賞,有啲人可能偏好一啲低風險低刺激性嘅活動,例如坐喺電視前一路食雪糕一路睇合家歡嘅電影,已經覺得夠晒犒賞性;又有一啲人比較鍾意高風險高刺激性嘅活動,例如笨豬跳噉;如果話某個人有感覺追求嘅傾向,大致係話佢鍾意係噉接觸新同刺激嘅事物,可以想像成佢個犒賞系統零舍傾向對新同刺激嘅事物有反應,而呢樣嘢嘅體現又可以視乎佢嘅第啲性格特質而有異[54][55]。
比較研究
[編輯]唔同動物物種嘅犒賞系統,有異有同。喺比較神經心理學相關領域,好多研究者都有興趣思考唔同動物之間喺犒賞系統特性上有乜嘢異同[56]。
首先,淨係考慮哺乳類動物之間嘅差異。唔同哺乳類物種喺解剖同生理結構上可以爭好遠,而呢點表示,唔同物種感受得到嘅嘢都唔同:例如人、多種靈長目同大鼠都會對甜味起犒賞反應,而相比之下,貓嘅脷缺乏感受甜味嘅味覺感受器,所以如果有兩嚿嘢食,一嚿充滿糖份帶有甜味,而另外嗰嚿冇糖份,同時假設兩嚿嘢响其他因素上完全一樣,對貓嚟講,兩嚿嘢嘅味道冇咩分別;公嘅老鼠會對啲乸用類似唱歌噉嘅方式發聲嚟求偶,啲老鼠乸可能覺得呢啲「情歌」喺犒賞,但呢啲聲係超聲波,人類連聽都聽唔到[57]。呢啲事實清楚表明,有好多嘢都係只得某啲物種先有能力對佢哋起反應嘅-第啲物種連感知都感知唔到[58]。
有返咁上下複雜嘅動物物種,都有某啲型式嘅犒賞系統:由對第啲動物嘅觀察同實驗可以輕易發現,人以外嘅動物,由魚類、雀鳥、爬蟲類、兩棲類以至昆蟲呀噉,都有追求犒賞嘅行為,會例如主動行埋去食物或者友好嘅同伴嗰度,又會係噉勁做有助佢哋搵嘢食嘅行為[59];而且神經科學家亦都試過解剖第啲動物嘅腦,發覺腹側被蓋區、杏仁核、海馬體、線條體同埋前額皮層等嘅結構係近乎所有哺乳類動物都共有嘅[60],而且就算係冇呢啲腦區嘅動物,往往都起碼會有功能上類似嘅結構[61],例如雀鳥同爬蟲類嘅外套層[英 22]喺好多方面都相當於哺乳類嘅大腦皮層[62]。
得到犒賞引起嘅快感,會造成某啲特定嘅生理同行為變化,而呢啲噉嘅生理變化,好多時都似係哺乳類動物早期進化史嘅結果:有研究者就指出,由對人同第啲哺乳類動物嘅觀察經已可知,佢哋得到犒賞嗰陣往往面部表情會起變化,人類嘅臊孲子、人以外嘅靈長目同大鼠喺食到甜味嘅嘢嗰時,面部表情都會出現用條脷舐自己嘴唇等嘅變化,而食到苦味嘅嘢嗰陣,又會出現作嘔等嘅變化;有人指出,呢啲變化可以用進化嚟理解,嚿食物甜表示嚿嘢有豐富嘅糖份,而糖份係對生存有用嘅碳水化合物,所以將甜味嘢食視為犒賞,有助引導個物種去食多啲噉嘅食物,提高佢哋生存嘅能力,而且食到甜嘢嗰陣用脷舐自己嘅嘴唇,仲有助隻動物食乾淨留低喺嘴唇上面嘅糖,所以呢種對甜味嘢食嘅行為反應會經過到物競天擇嘅考驗進化出嚟[21][63]。
價值量化
[編輯]
對犒賞嘅研究,同經濟學都有一定嘅啦掕:透過觀察同實驗可知,動物有能力對犒賞作出決擇,例如係延遲折扣實驗噉;噉就帶出咗一條問題,
到底腦係點樣決定應該揀邊件犒賞?
廿世紀至廿一世紀初嘅決策論傾向會噉想像:決策者嘅腦內部,有某啲方式計算同記住每個選擇嘅價值,即係話個決策者會同每一個選擇都俾個數值,個數值大致可以理解為佢有幾鍾意呢個選擇[註 9]即係好似噉嘅思考法——
- 選擇 A 值 10 分、選擇 B 值 8 分,所以我揀選擇 A。
呢啲研究亦都引起經濟學家關注犒賞系統相關嘅問題:經濟學研究其中一個重點,就係人點樣做決策,以及係呢啲決策點樣影響資源分配;呢啲過程必然會涉及評估唔同選項嘅價值分別有幾高[64]。
考慮效益[英 23]嘅概念:喺最基本上,想像依家個人有若干個選擇,是但搵其中一個選擇嚟睇,個選擇有 n 咁多個可能結果,噉呢個選擇嘅預期效益 可以用以下呢條式嚟表達[65]:
當中 係指第 個可能結果嘅效益, 係 嘅函數,而 係第 個可能結果發生嘅機率[註 10]。用日常用語講,即係話個選擇嘅 ,係將每個可能結果發生嘅機會率,乘該結果嘅效益,再將呢啲乘出嚟嘅數冚唪唥加埋一齊,得出嘅總數就係預期效益[65]。
廿一世紀初嘅犒賞研究,一個廣受關注嘅課題係關於效益編碼[英 24]嘅:二十世紀起嘅神經科學假設咗,任何心理現象都喺腦裏便有個對應嘅物理量,接近心腦同一論相關嘅討論講到嘅噉;按此道理,腦入面理應會有某啲神經元或神經活動,負責將一個選擇嘅預期效益做編碼嘅,即係例如用一拃細胞嘅某啲物理量,嚟代表個選擇嘅預期效益。最基本上:負責代表效益數值嘅神經元嘅活躍程度,應該最少會同一個選擇嘅預期效益有某啲關係,譬如係正嘅統計相關,即係話神經科學家要係噉做實驗,要受試者例如評估每個選擇嘅效益,再一路用神經造影方法監察住受試者嘅腦活動,檢視邊啲神經元嘅活躍程度同預期效益有相關[66]。截至二零二零年為止,對於腦嘅邊忽係負責做效益編碼,學界仲未有共識,不過一般都已經將目標鎖定咗喺
精神醫學
[編輯]
唔少精神醫學相關領域嘅工作者,都有興趣研究犒賞系統,噉係因為有多種心理病都同犒賞系統有關係[68]。
上癮係指人重複吸食某啲物質或者做某樣行為,當中物質可以包括毒品、煙草或者酒呀噉,而行為則可以係賭錢或者打機等。而且佢嘅呢種傾向,對佢或者身邊嘅人造成損害,例如吸毒吸到傷晒身或者爛賭賭到屋企破產呀噉。有多個犒賞系統腦區都被指係同上癮有關係[註 11]:
腹側被蓋區 :腹側被蓋區負責透過中腦邊緣通道等嘅管道射多巴胺訊號,有犒賞出現嗰陣通知犒賞系統嘅其餘部份,而常見嗰啲毒品差唔多冚唪唥都係一吸就提升呢條通道嘅多巴胺濃度,令到毒品有可能帶嚟快感[69];伏隔核 :伏隔核會由腹側被蓋區嗰度收輸入,而伏隔核有份協助習得行為同埋引起學返嚟嘅行為;而研究發現,隨住一個人吸毒吸到愈嚟愈上癮,佢嘅伏隔核會對佢吸嗰隻毒品愈嚟愈敏感,對嗰隻毒品有愈嚟愈強嘅反應,可能搞到個人下下都一見到隻毒品就做出去吸呢種通過操作制約學返嚟嘅行為[70];前額皮層 ,包括埋扣帶皮層前部同眶額皮質等:呢啲腦區都識由中腦邊緣通道嗰度收訊號;除咗左右自控能力之外,前額皮層嘅結構仲會幫手產生環境提示[英 25]同吸毒行為之間嘅連繫[71];例如依家有個人,佢有好幾次都係一去到某酒吧就吸毒,前額皮層會幫助佢將酒吧嘅環境同又夠鐘吸毒聯結埋一齊,當中酒吧環境係環境提示,而夠鐘吸毒則係行為,環境提示同行為連埋一齊,令到個人次次一去親酒吧,就有股癮想吸毒,而研究指呢種環境提示與行為間嘅連繫,係吸毒上癮嘅主因之一[72]。
抑鬱症係一種心理病,病人會持續[註 12]覺得情緒低落同覺得冇晒人生樂趣噉,嚴重起上嚟仲可以出現自殺傾向[73][74]。精神醫學上有深入噉研究抑鬱症要點應付,而廿一世紀初開始興起用犒賞系統刺激嚟應對抑鬱症。神經科學界喺一九五零年代起,有方法將電極植入人腦度,並且透過呢啲電極刺激特定嘅腦區,是謂腦深層刺激。有致力研究抑鬱症嘅工作者就運用呢種技術:簡單講,抑鬱症嘅其中一個病徵係失樂,意思即係話原本有興趣嘅活動,例如係不嬲玩開嘅嗜好,病人會喪失晒興趣;而神經科學研究表明,抑鬱症往往涉及多個犒賞系統腦區嘅活動過弱,包括前額皮層同伏隔核等,所以呢啲研究者就諗住用腦深層刺激,刺激抑鬱症病人嘅伏隔核,相信噉樣做可以人工噉令病人感到多啲快感[75][76]。
遊戲設計
[編輯]遊戲設計研究點樣設計遊戲,包括視像遊戲[77],而原則上,遊戲設計嘅工作者通常都想將自己嘅遊戲設計到能夠令玩家覺得開心過癮,畀到快感玩家,從而吸引玩家一玩再玩。因此,遊戲設計嘅工作者就有興趣了解人嘅犒賞系統係點樣運作嘅[7][78]。
強迫循環[英 26]係遊戲設計理論上基於犒賞系統嘅概念。強迫循環係一連串由遊戲設計師設下嘅事件,假如隻遊戲設計得好,玩家會自動自覺做所需嘅行動,經歷呢串事件,而呢串事件會給予玩家神經化學獎勵,當中神經化學獎勵可以理解做犒賞系統出現快感嗰陣會出現嗰啲化學變化,呢串事件帶嚟嘅快感跟住會通過操作制約等嘅方式,誘使玩家繼續玩落去[79]。舉幾個例子說明[80]。
- 角色扮演遊戲:玩家打低怪獸就會得到經驗值,每當遊戲角色得到足夠經驗值,佢就會升呢,升呢嗰時個遊戲程式會播段開心正面嘅音樂,作為話佢聽有犒賞嘅訊號,升咗呢角色就會變得更好打,而且仲會學到新嘅異能,即係話對玩家嚟講,打怪獸會得到聽到人讚自己、個角色變得更加好打同埋學到新奇好玩嘅異能等嘅犒賞,令佢有意慾重複呢個過程;
- 網上玩家對戰嘅射擊遊戲:玩家可以透過完成挑戰嚟賺虛擬金幣,挑戰包括咗喺一場對局內擊殺 10 個敵人、用某枝槍造成 2,000 點傷害、或者係喺一場對局內至少五分鐘冇被擊殺等,對玩家嚟講,完成挑戰呢件事,會帶嚟虛擬金幣呢個犒賞,除咗閃炩炩好睇,虛擬金幣仲可以攞嚟買虛擬抽獎盒等嘅物品,而要完成挑戰,佢就一定要去玩隻遊戲,參加對局[81]。
遊戲設計相關嘅研究,甚至仲有用神經造影方法,一路叫測試隻遊戲嘅人玩,一路睇住佢哋嘅犒賞系統活動,靠噉嚟剖析玩嗰陣嘅犒賞系統活動規律同玩家鍾意隻遊戲嘅程度,兩者之間有乜嘢相關[7]。

睇埋
[編輯]文獻
[編輯]英文圈嘅研究文獻:
- Adam, T. C., & Epel, E. S. (2007). Stress, eating and the reward system (PDF). Physiology & behavior, 91(4), 449-458.
- Bellisle, F., Drewnowski, A., Anderson, G. H., Westerterp-Plantenga, M., & Martin, C. K. (2012). Sweetness, satiation, and satiety. The Journal of nutrition, 142(6), 1149S-1154S,甜味能夠引起快感。
- Blechert, J., Klackl, J., Miedl, S. F., & Wilhelm, F. H. (2016). To eat or not to eat: Effects of food availability on reward system activity during food picture viewing (PDF). Appetite, 99, 254-261.
- Brosch, T., Coppin, G., Scherer, K. R., Schwartz, S., & Sander, D. (2011). Generating value (s): Psychological value hierarchies reflect context-dependent sensitivity of the reward system (PDF). Social Neuroscience, 6(2), 198-208.
- Camara, E., Rodriguez-Fornells, A., Ye, Z., & Münte, T. F. (2009). Reward networks in the brain as captured by connectivity measures (PDF). Frontiers in neuroscience, 3, 34.
- Corr, P. J. (2004). Reinforcement sensitivity theory and personality (PDF). Neuroscience & Biobehavioral Reviews, 28(3), 317-332.
- Hodent, C. (2018). The gamer's brain: How neuroscience and UX can impact video game design. Crc Press.
- Savic, M., Room, R., Mugavin, J., Pennay, A., & Livingston, M. (2016). Defining "drinking culture": A critical review of its meaning and connotation in social research on alcohol problems. Drugs: Education, Prevention and Policy, 23(4), 270-282,亦有講到飲酒能夠引起快感。
- Wise, R. A. (2002). Brain reward circuitry: insights from unsensed incentives (PDF). Neuron, 36(2), 229-240.
註釋
[編輯]- 1 2 但進階嘅研究表明,想要某樣嘢、享受嗰樣嘢、同埋學識點樣得到呢樣嘢,係唔同嘅過程,可以分開。
- ↑ 同時對照組中撳咗桿唔會有食物嘅大鼠,就唔會有噉嘅情況。
- ↑ 有研究者甚至主張,犒賞可以索性定義為:喺該物種嘅進化史上,傾向有助佢哋祖先生存同繁殖嘅嘢。
- ↑ 睇埋聯想式學習。
- ↑ 不過研究亦指喺多數情況下,多巴胺本身唔會引起快感。
- ↑ 指緊食物同性愛等唔使學都知係犒賞嘅嘢。
- ↑ 睇埋效益。
- ↑ 之但係喺神經科學上,某腦區會喺攞到犒賞嗰時啟動,同埋刺激佢會引致快感,兩者係唔同強度嘅證據。
- ↑ 令唔同嘅選擇可以用一樣嘅單位嚟量度。
- ↑ 係加總嘅符號。
- ↑ 以下主要用吸毒上癮做例子,不過其他型式嘅上癮,都可以用同樣道理想像。
- ↑ 講緊超過最少兩個禮拜。
英詞
[編輯]- ↑ psychological reward
- ↑ reinforcement
- ↑ approach behavior
- ↑ consummatory behavior
- ↑ pleasure
- ↑ neuroimaging
- ↑ ventral tegmental area,VTA
- ↑ mesolimbic pathway
- ↑ mesocortical pathway
- ↑ amygdala,AMY
- ↑ hippocampus,HIPP
- ↑ anterior hippocampus
- ↑ striatum
- ↑ ventral striatum
- ↑ nucleus accumbens,NAc
- ↑ dorsal striatum,DS
- ↑ prefrontal cortex,PFC
- ↑ delay discounting
- ↑ pleasure center
- ↑ reinforcement sensitivity theory,RST
- ↑ sensation seeking
- ↑ pallium
- ↑ utility
- ↑ utility encoding
- ↑ environment cue
- ↑ compulsion loop
引用
[編輯]- ↑ Schultz, W. (July 2015). "Neuronal Reward and Decision Signals: From Theories to Data". Physiological Reviews. 95 (3): 853–951.
- ↑ Berridge K.C., Kringelbach M.L. (May 2015). "Pleasure systems in the brain". Neuron. 86 (3): 646–664.
- ↑ Kolb, Bryan; Whishaw, Ian Q. (2001). An Introduction to Brain and Behavior (1st ed.). New York: Worth. pp. 438-441.
- ↑ Duarte, Isabel C.; Afonso, Sónia; Jorge, Helena; Cayolla, Ricardo; Ferreira, Carlos; Castelo-Branco, Miguel (1 May 2017). "Tribal love: the neural correlates of passionate engagement in football fans". Social Cognitive and Affective Neuroscience. 12 (5): 718-728.
- ↑ Malenka R.C., Nestler E.J., Hyman S.E. (2009). "Chapter 15: Reinforcement and Addictive Disorders". In Sydor A., Brown R.Y. (eds.). Molecular Neuropharmacology: A Foundation for Clinical Neuroscience (2nd ed.). New York: McGraw-Hill Medical. pp. 364–375.
- ↑ Volkow N.D., Koob G.F., McLellan A.T. (January 2016). "Neurobiologic Advances from the Brain Disease Model of Addiction". New England Journal of Medicine. 374 (4): 363–371.
- 1 2 3 Hodent, C. (2018). The gamer's brain: How neuroscience and UX can impact video game design. Crc Press.
- ↑ Rolls, E.T., 2023. The orbitofrontal cortex, food reward, body weight and obesity. Social Cognitive and Affective Neuroscience, 18(1), p.nsab044,呢篇文開頭嗰度有講食物氣味嘅嘢。
- ↑ Aharon, I., Etcoff, N., Ariely, D., Chabris, C. F., O'connor, E., & Breiter, H. C. (2001). Beautiful faces have variable reward value: fMRI and behavioral evidence. Neuron, 32(3), 537-551.
- 1 2 Blood, A. J., & Zatorre, R. J. (2001). Intensely pleasurable responses to music correlate with activity in brain regions implicated in reward and emotion 互聯網檔案館嘅歸檔,歸檔日期2021年5月10號,. (PDF). Proceedings of the national academy of sciences, 98(20), 11818-11823.
- ↑ Glickman, S. E., & Schiff, B. B. (1967). A biological theory of reinforcement. Psychological review, 74(2), 81.
- ↑ Dickinson, A., & Balleine, B. (1994). Motivational control of goal-directed action (PDF). Animal Learning & Behavior, 22(1), 1-18.
- ↑ Blechert, J., Klackl, J., Miedl, S. F., & Wilhelm, F. H. (2016). To eat or not to eat: Effects of food availability on reward system activity during food picture viewing (PDF). Appetite, 99, 254-261.
- 1 2 Wise, R. A. (2002). Brain reward circuitry: insights from unsensed incentives (PDF). Neuron, 36(2), 229-240.
- ↑ Hawkes, C. H. (1992). Endorphins: the basis of pleasure? (PDF). Journal of neurology, neurosurgery, and psychiatry, 55(4), 247.
- ↑ Lanuza, E., Novejarque, A., Martínez-Ricós, J., Martínez-Hernández, J., Agustín-Pavón, C., & Martínez-García, F. (2008). Sexual pheromones and the evolution of the reward system of the brain: the chemosensory function of the amygdala. Brain research bulletin, 75(2-4), 460-466.
- ↑ Pearce, J. M., & Hall, G. (1980). A model for Pavlovian learning: variations in the effectiveness of conditioned but not of unconditioned stimuli (PDF). Psychological review, 87(6), 532.
- ↑ Wise R.A. (1996). "Addictive drugs and brain stimulation reward". Annu. Rev. Neurosci. 19: 319–340.
- ↑ Olds J., & Milner P. (1954). "Positive reinforcement produced by electrical stimulation of the septal area and other regions of rat brain". Journal of Comparative and Physiological Psychology, 47(6): 419-427.
- ↑ Kalivas, P. (1993). Neurotransmitter regulation of dopamine neurons in the ventral tegmental area. Brain Research Reviews, 18 (1), 75-113
- 1 2 Berridge, K. C., & Kringelbach, M. L. (2008). Affective neuroscience of pleasure: reward in humans and animals (PDF). Psychopharmacology, 199(3), 457-480.
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