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Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects
Introduction: This study aimed to compare the dual-task and cognitive skills of problematic video gamers and non-problematic video gamers based on the fact that cognitive skills (e.g., inhibition, decision-making, attentional control, time perception) and dual-task performance may be positively affe...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Cureus
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9719585/ https://www.ncbi.nlm.nih.gov/pubmed/36475194 http://dx.doi.org/10.7759/cureus.31073 |
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author | Maden, Cagtay Turhan, Begümhan Sarı, Erkin O Bayramlar, Kezban |
author_facet | Maden, Cagtay Turhan, Begümhan Sarı, Erkin O Bayramlar, Kezban |
author_sort | Maden, Cagtay |
collection | PubMed |
description | Introduction: This study aimed to compare the dual-task and cognitive skills of problematic video gamers and non-problematic video gamers based on the fact that cognitive skills (e.g., inhibition, decision-making, attentional control, time perception) and dual-task performance may be positively affected in individuals who play games. Methods: The study was conducted on 62 individuals. The study group (n=33) consisted of individuals who played games, and the control group (n=28) consisted of non-gamers. Their scores on exercise benefits and barriers perception, cognitive performance, cognitive skills, and dual-task performances were measured. The Montreal Cognitive Assessment (MoCA) scale was used to evaluate cognitive function, and the Trail Making Test (TMT) was used to determine attention, speed, and better motor performance. The Stroop test was used to evaluate executive functioning. Results: It was determined that the problematic game players group was faster at the Stroop 1 and Stroop 2 test times (respectively p=0.020, p=0.005). In the comparison of dual task-cognitive 10-meter walking) test times of both groups, it was seen that individuals in the problematic game players group were faster than the control subjects (p=0.044). Conclusion: It can be said that playing digital games improves the cognitive dual-task cost (DTC) and the executive functioning of individuals. |
format | Online Article Text |
id | pubmed-9719585 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Cureus |
record_format | MEDLINE/PubMed |
spelling | pubmed-97195852022-12-05 Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects Maden, Cagtay Turhan, Begümhan Sarı, Erkin O Bayramlar, Kezban Cureus Physical Medicine & Rehabilitation Introduction: This study aimed to compare the dual-task and cognitive skills of problematic video gamers and non-problematic video gamers based on the fact that cognitive skills (e.g., inhibition, decision-making, attentional control, time perception) and dual-task performance may be positively affected in individuals who play games. Methods: The study was conducted on 62 individuals. The study group (n=33) consisted of individuals who played games, and the control group (n=28) consisted of non-gamers. Their scores on exercise benefits and barriers perception, cognitive performance, cognitive skills, and dual-task performances were measured. The Montreal Cognitive Assessment (MoCA) scale was used to evaluate cognitive function, and the Trail Making Test (TMT) was used to determine attention, speed, and better motor performance. The Stroop test was used to evaluate executive functioning. Results: It was determined that the problematic game players group was faster at the Stroop 1 and Stroop 2 test times (respectively p=0.020, p=0.005). In the comparison of dual task-cognitive 10-meter walking) test times of both groups, it was seen that individuals in the problematic game players group were faster than the control subjects (p=0.044). Conclusion: It can be said that playing digital games improves the cognitive dual-task cost (DTC) and the executive functioning of individuals. Cureus 2022-11-04 /pmc/articles/PMC9719585/ /pubmed/36475194 http://dx.doi.org/10.7759/cureus.31073 Text en Copyright © 2022, Maden et al. https://creativecommons.org/licenses/by/3.0/This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Physical Medicine & Rehabilitation Maden, Cagtay Turhan, Begümhan Sarı, Erkin O Bayramlar, Kezban Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title | Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title_full | Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title_fullStr | Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title_full_unstemmed | Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title_short | Comparison of Physical Activity, Dual-Task Performance, and Cognitive Skills Between Problematic Video Game Players and Control Subjects |
title_sort | comparison of physical activity, dual-task performance, and cognitive skills between problematic video game players and control subjects |
topic | Physical Medicine & Rehabilitation |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9719585/ https://www.ncbi.nlm.nih.gov/pubmed/36475194 http://dx.doi.org/10.7759/cureus.31073 |
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