Abstract

On-line brain mapping in subjects operating a competitive virtual gameplay was performed using functional magnetic resonance imaging. The interaction between the brain and visceral systems was studied on the model of real and simulated adaptive biofeedback. The immersion into a virtual story leads to a large-scale activation of cortical regions characterized by high values of voxels in the midtemporal, occipital, and frontal areas as well as in cingulate gyrus, cuneus, and precuneus (Brodmann areas 6, 7, 9, 10, 19, 24, 32, 39, 40, 45). The maximum increase in activity was observed during stage 2 of the game biofeedback, when the volumes of activated voxels increased several times in comparison with the starting phase. Qualitative characteristics of real and imitation game periods are discussed.

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