2012年12月5日 訊 /生物谷BIOON/ --一系列的證據(jù)揭示了,負(fù)責(zé)物理傷痛的特定大腦區(qū)域或許也負(fù)責(zé)著個(gè)體社交痛苦的產(chǎn)生,。但是改變特定區(qū)域的大腦活性是否可以改變?nèi)藗兘?jīng)歷社交的痛苦呢,?近日,來自米蘭比可卡大學(xué)的研究者揭示了,,右腹外側(cè)的額葉前皮質(zhì)活性區(qū)域(rVLPFC)和社交痛苦之間是否存在偶然性的關(guān)聯(lián),,右腹外側(cè)的額葉前皮質(zhì)可以調(diào)節(jié)物理性疼痛以及負(fù)面的情緒表達(dá),相關(guān)研究成果刊登于國(guó)際雜志Psychological Science上,。
研究者招募了79名大學(xué)在校生來參與這個(gè)智力可視化訓(xùn)練研究中,,研究者使用了一種恒定電流調(diào)節(jié)器來刺激參與者的rVLPFC,所有的參與者都被告知他們至少接受刺激15分鐘,,但是實(shí)際上只有一半?yún)⑴c者接受了電流刺激,。
在刺激訓(xùn)練結(jié)束前的5分鐘,參與者進(jìn)行了一項(xiàng)名為Cyberball的球類抖動(dòng)游戲,,三人一組進(jìn)行游戲,,每一個(gè)參與者都輪流將球投擲向?qū)Ψ?,?shí)際上電腦程序完全控制了這個(gè)游戲,隨后參與者報(bào)告了他們?cè)谟螒蚱陂g的投擲百分比,、他們的機(jī)體疼痛情況以及受傷情況,。
研究者發(fā)現(xiàn),正如預(yù)測(cè)的那樣,,游戲中受到排斥的那些參與者表現(xiàn)出了明顯的不滿,,而且這些參與者表示其獲得的傷害更多,值得注意的是,,這些晚期效應(yīng)在那些接受rVLPFC刺激的參與這種是降低的,。
研究揭示了,接受了實(shí)際電流的社會(huì)性排除的參與者,,其經(jīng)歷了較少的不愉快事件的發(fā)生以及較少的損傷,,而那些認(rèn)為自己接受了電流的參與者的反應(yīng)卻沒有前者明顯。很少有研究揭示社交/社會(huì)排斥的疼痛如何來緩解,,這項(xiàng)研究首次揭示了刺激右腹外側(cè)的額葉前皮質(zhì)活性區(qū)域可以降低社交排斥所帶來的疼痛感,。(生物谷Bioon.com)
doi:10.1177/0956797612450894
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Buffer the Pain Away: Stimulating the Right Ventrolateral Prefrontal Cortex Reduces Pain Following Social Exclusion.
Riva P, Romero Lauro LJ, Dewall CN, Bushman BJ.
Paolo Riva of the University of Milano-Bicocca and colleagues wanted to examine whether there might be a causal relationship between activity in the right ventrolateral prefrontal cortex (rVLPFC) -- known to be involved in the regulation of physical pain and negative expressions of emotion -- and experiences of social pain. Their findings are published in Psychological Science, a journal of the Association for Psychological Science. The researchers recruited 79 university students to take part in a "mental visualization exercise." They used a constant-current regulator to stimulate the rVLPFC -- all of the participants were told that they would receive stimulation for 15 minutes but only half of the participants actually received the current. Five minutes before the end of 15-minute stimulation session, the students played a virtual ball-tossing game called Cyberball. The students were told that they were playing with two other players and that the three of them would take turns throwing the ball to each other. In actuality, a computer program controlled the game. Some of the participants were excluded, receiving the ball only twice and then never again, while other participants received the ball about a third of the time.