| Literature DB >> 33815229 |
Rachel E Warsaw1, Andrew Jones1, Abigail K Rose1, Alice Newton-Fenner1, Sophie Alshukri1, Suzanne H Gage1.
Abstract
Introduction: Screen-based and mobile technology has grown at an unprecedented rate. However, little is understood about whether increased screen-use affects executive functioning (EF), the range of mental processes that aid goal attainment and facilitate the selection of appropriate behaviors. To examine this, a systematic review was conducted. Method: This systematic review is reported in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement. A comprehensive literature search was conducted using Web of Science, MEDLINE, PsycINFO and Scopus databases to identify articles published between 2007 and March 2020, examining the use of mobile technologies on aspects of EF in healthy adults aged 18-35 years. In total 6079 articles were screened by title, and 39 screened by full text. Eight eligible papers were identified for inclusion. Our methods were pre-registered on the PROSPERO international prospective register of systematic reviews.Entities:
Keywords: brain; cognition; executive function; mobile devices; mobile technology; smartphones
Year: 2021 PMID: 33815229 PMCID: PMC8012718 DOI: 10.3389/fpsyg.2021.643542
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Search strategy terms.
| 1 | “mobile technolog*” OR smartphone OR “mobile phone*” OR “cell phone*” OR “screen time” OR touchscreen* |
| 2 | “executive function*” OR “executive control” OR cogniti* OR “self-regulation” OR “self-control” OR attention OR “working memory” OR “fluid intelligence” OR inhibit* OR impulsi* OR “impulse control” NOT biolog* OR “task switching” OR “problem solving” OR multitask* OR “delay of gratification” OR “delayed gratification” OR “delay discounting” |
| 3 | 1 AND 2 |
Summary of study characteristics.
| Chen et al. ( | General deficit in inhibitory control of excessive smartphone users: evidence from an event-related potential study | China | 32. | Smartphones | Between-subjects, excessive smartphone use group vs. Normal use group, categorized by SPAI scores | Inhibitory control |
| Donohue et al. ( | Cognitive pitfall! Videogame players are not immune to dual-task costs | USA | 60. | Video games | Between-subjects, Video game players vs. non-video game players | Multi-tasking |
| Fortes et al. ( | Effect of exposure time to smartphone apps on passing decision-making in male soccer athletes | Brazil | 20. | Smartphones | Within-subjects, all participants took part in 4 conditions | Decision-making, inhibition |
| Fortes et al. ( | The effect of smartphones and playing video games on decision-making in soccer players: a crossover and randomized study | Brazil | 25. | Smartphones | Within-subjects, all participants took part in 3 conditions | Decision-making, inhibition |
| Frost et al. ( | An examination of the potential lingering effects of smartphone use on cognition (study 2) | USA | 50. | Smartphones | Between-groups higher vs. lower smartphone use | Delayed gratification, problem solving |
| He et al. ( | Effect of restricting bedtime mobile phone use on sleep, arousal, mood, and working memory: a randomized pilot trial | China | 38. | Smartphones | Between-subjects, intervention group vs. control group | Working memory |
| Huang et al. ( | The association between video game play and cognitive function: does gaming platform matter? | Canada | 88. | Video games | Between-subjects, video game players, vs. non-video game players | Working memory, Inhibition |
| Tang et al. ( | Time is money: the decision making of smartphone high users in gain and loss intertemporal choice | China | 125. | Smartphones | Between-groups, low vs. medium vs. high smartphone users, categorized from SPAI scores | Decision-making, delay discounting, impulsivity |
SPAI, Smartphone Addiction Inventory.
Figure 1Flowchart of the selection of studies.
Summary of Newcastle-Ottawa Scale ratings and findings by article.
| Chen et al. ( | Good | ERP N2 mean amplitude was larger for excessive smartphone users (upper 30% of SPAI scores), compared to controls (lower 30% of SPAI scores), |
| Donohue et al. ( | Satisfactory | No interaction effects. VGP (played First Person Shooter [FPS] games in last 6 months, >average expertise) & NVGP (FPS games never played/not played in last 6 months, <average expertise) did not differ in multi-tasking/dual-task costs. VGP not protected from this through experience. |
| Fortes et al. ( | Good | There was a significant difference between smartphone exposure condition on Decision-Making Index (DMI) scores ( |
| Fortes et al. ( | Satisfactory | There was a significant difference between smartphone or video game exposure on decision-making performance ( |
| Frost et al. ( | Satisfactory | Study 2: No difference between higher smartphone use group (≥ 5.5 h daily) and lower use group (≤2 h daily) was found for Delay of Gratification or problem solving. |
| He et al. ( | Satisfactory | Compared to the control group, intervention group demonstrated improved working memory performance after refraining from pre-bedtime smartphone use. Main effect of time in task accuracy found. Significant difference between intervention and control groups at post-test in the 1-back task ( |
| Huang et al. ( | Good | VGP (>5 h/week) had enhanced working memory compared to NVGP (<5 h/week), |
| Tang et al. ( | Good | Participants categorized into high, medium and low groups using SPAI scores. Correlation between SPAI and BIS scores ( |
GRADE rating results for each executive function outcome.
| Inhibition | 5 | Low | Imprecision of results. |
| Multi-tasking | 1 | Very Low | Imprecision of results. |
| Working memory | 2 | Moderate | Imprecision of results. |
| Decision-making | 4 | Low | Imprecision of results. |
| Problem solving | 1 | Low | Imprecision of results. |