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Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study
The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The fir...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8751166/ https://www.ncbi.nlm.nih.gov/pubmed/35010337 http://dx.doi.org/10.3390/ijerph19010078 |
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author | Fabio, Rosa Angela Ingrassia, Massimo Massa, Marco |
author_facet | Fabio, Rosa Angela Ingrassia, Massimo Massa, Marco |
author_sort | Fabio, Rosa Angela |
collection | PubMed |
description | The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue. |
format | Online Article Text |
id | pubmed-8751166 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-87511662022-01-12 Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study Fabio, Rosa Angela Ingrassia, Massimo Massa, Marco Int J Environ Res Public Health Article The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue. MDPI 2021-12-22 /pmc/articles/PMC8751166/ /pubmed/35010337 http://dx.doi.org/10.3390/ijerph19010078 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Fabio, Rosa Angela Ingrassia, Massimo Massa, Marco Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title | Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title_full | Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title_fullStr | Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title_full_unstemmed | Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title_short | Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study |
title_sort | transient and long-term improvements in cognitive processes following video games: an italian cross-sectional study |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8751166/ https://www.ncbi.nlm.nih.gov/pubmed/35010337 http://dx.doi.org/10.3390/ijerph19010078 |
work_keys_str_mv | AT fabiorosaangela transientandlongtermimprovementsincognitiveprocessesfollowingvideogamesanitaliancrosssectionalstudy AT ingrassiamassimo transientandlongtermimprovementsincognitiveprocessesfollowingvideogamesanitaliancrosssectionalstudy AT massamarco transientandlongtermimprovementsincognitiveprocessesfollowingvideogamesanitaliancrosssectionalstudy |