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Videogaming Frequency and Executive Skills in Young Adults

Many studies have shown that “action” videogames (VG) training can improve various cognitive aspects (such as attention, enumeration skill, problem solving, vigilance, inhibitory control and decision making). Unfortunately, independently by VG genre, little research has been conducted on the relevan...

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Autores principales: Peracchia, Sara, D’Aurizio, Giulia, Curcio, Giuseppe
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9566057/
https://www.ncbi.nlm.nih.gov/pubmed/36231382
http://dx.doi.org/10.3390/ijerph191912081
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author Peracchia, Sara
D’Aurizio, Giulia
Curcio, Giuseppe
author_facet Peracchia, Sara
D’Aurizio, Giulia
Curcio, Giuseppe
author_sort Peracchia, Sara
collection PubMed
description Many studies have shown that “action” videogames (VG) training can improve various cognitive aspects (such as attention, enumeration skill, problem solving, vigilance, inhibitory control and decision making). Unfortunately, independently by VG genre, little research has been conducted on the relevance of videogaming frequency to modulate cognitive performance. In the present study, we investigated the differences between two groups of young adults (Experienced Gamers and Casual Gamers, respectively, EGs and CGs) in some attentional and executive abilities. To this end, 19 EGs (age 23.21 ± 1.68 years; gaming frequency 46.42 ± 11.15 h/week) and 19 CGs (age 23.10 ± 2.28 years; gaming frequency 1.31 ± 1.76 h/week) were selected and asked to complete a computer-based and customized version of an executive battery (i.e., Attention Network Task, Game of Dice task, Go/NoGo task and Task Switching). The results showed better basic attentional abilities and alertness level (i.e., as indicated by faster reaction times (RTs) and greater accuracy) in EGs compared to CGs. Moreover, EGs showed a more efficient decision making than CGs, particularly evident in risky decisions. Taken together, such results show that an executive functioning improvement can be observed as a consequence of continuous and constant exposure to VG, independently by the specific genre played. These data can be a useful starting point to develop new and innovative executive training protocols, based and inspired to videogames to be applied in clinical populations suffering, for example, from dysexecutive impairment.
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spelling pubmed-95660572022-10-15 Videogaming Frequency and Executive Skills in Young Adults Peracchia, Sara D’Aurizio, Giulia Curcio, Giuseppe Int J Environ Res Public Health Article Many studies have shown that “action” videogames (VG) training can improve various cognitive aspects (such as attention, enumeration skill, problem solving, vigilance, inhibitory control and decision making). Unfortunately, independently by VG genre, little research has been conducted on the relevance of videogaming frequency to modulate cognitive performance. In the present study, we investigated the differences between two groups of young adults (Experienced Gamers and Casual Gamers, respectively, EGs and CGs) in some attentional and executive abilities. To this end, 19 EGs (age 23.21 ± 1.68 years; gaming frequency 46.42 ± 11.15 h/week) and 19 CGs (age 23.10 ± 2.28 years; gaming frequency 1.31 ± 1.76 h/week) were selected and asked to complete a computer-based and customized version of an executive battery (i.e., Attention Network Task, Game of Dice task, Go/NoGo task and Task Switching). The results showed better basic attentional abilities and alertness level (i.e., as indicated by faster reaction times (RTs) and greater accuracy) in EGs compared to CGs. Moreover, EGs showed a more efficient decision making than CGs, particularly evident in risky decisions. Taken together, such results show that an executive functioning improvement can be observed as a consequence of continuous and constant exposure to VG, independently by the specific genre played. These data can be a useful starting point to develop new and innovative executive training protocols, based and inspired to videogames to be applied in clinical populations suffering, for example, from dysexecutive impairment. MDPI 2022-09-24 /pmc/articles/PMC9566057/ /pubmed/36231382 http://dx.doi.org/10.3390/ijerph191912081 Text en © 2022 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
Peracchia, Sara
D’Aurizio, Giulia
Curcio, Giuseppe
Videogaming Frequency and Executive Skills in Young Adults
title Videogaming Frequency and Executive Skills in Young Adults
title_full Videogaming Frequency and Executive Skills in Young Adults
title_fullStr Videogaming Frequency and Executive Skills in Young Adults
title_full_unstemmed Videogaming Frequency and Executive Skills in Young Adults
title_short Videogaming Frequency and Executive Skills in Young Adults
title_sort videogaming frequency and executive skills in young adults
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9566057/
https://www.ncbi.nlm.nih.gov/pubmed/36231382
http://dx.doi.org/10.3390/ijerph191912081
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