| Literature DB >> 35010337 |
Rosa Angela Fabio1, Massimo Ingrassia1, Marco Massa1.
Abstract
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.Entities:
Keywords: automatization theory; cognitive empowerment; flow theory; long-term effects; short-term effects; video-gaming
Mesh:
Year: 2021 PMID: 35010337 PMCID: PMC8751166 DOI: 10.3390/ijerph19010078
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Research plane. Each A refers to each of the four measurement phases, each B refers to the intervention phases.
Means (and standard deviations) of the RTs in the Visual Search Task.
| Groups | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
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| Habitual Video-gamers | 323.39 (43.88) | 321.86 (46.91) | 312.98 (46.91) | 317.88 (44.72) |
| Occasional Video-gamers | 381.89 (52.98) | 361.43 (48.55) | 348.55 (38.11) | 375.06 (53.74) |
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| Habitual Video-gamers | 323.07 (48.93) | 322.85 (58.85) | 323.74 (54.80) | 324.54 (55.54) |
| Occasional Video-gamers | 390.21 (78.27) | 389.45 (74.68) | 387.85 (72.50) | 388.63 (65.57) |
Figure 2RT means in the four phases of the Visual Search Task.
Means (and standard deviations) of the RTs in the Auditory Search Task.
| Groups | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
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| Habitual Video-gamers | 627.94 (185.03) | 607.78 (185.28) | 609.17 (173.85) | 598.61 (151.61) |
| Occasional Video-gamers | 765.87 (157.90) | 739.04 (148.55) | 728.52 (160.18) | 747.71 (189.59) |
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| Habitual Video-gamers | 682.82 (209.91) | 677.17 (211.50) | 671.55 (213.18) | 671.73 (213.33) |
| Occasional Video-gamers | 774.17 (260.96) | 771.22 (210.65) | 773.00 (217.07) | 772.50 (217.26) |
Means (and standard deviations) of the RTs in the Aim Trainer Research Task.
| Groups | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
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| Habitual Video-gamers | 292.63 (46.44) | 290.24 (41.63) | 288.83 (36.93) | 288.12 (48.20) |
| Occasional Video-gamers | 340.88 (52.70) | 337.62 (54.46) | 333.61 (48.64) | 338.65 (58.59) |
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| Habitual Video-gamers | 295.63 (23.26) | 294.85 (23.19) | 294.92 (22.41) | 295.30 (24.30) |
| Occasional Video-gamers | 363.72 (127.93) | 364.97 (114.63) | 363.90 (104.82) | 365.46 (98.87) |
Means (and standard deviations) of the RTs in the Go/No Go Visual Research Task.
| Groups | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
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| Habitual Video-gamers | 426.97 (56.43) | 403.91 (48.98 | 396.50 (40.85) | 411.36 (58.07) |
| Occasional Video-gamers | 454.58 (69.95) | 431.68 (69.59) | 429.06 (79.04) | 443.10 (71.79) |
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| Habitual Video-gamers | 421.04 (56.96) | 420.95 (58.82) | 422.08 (60.11) | 421.53 (59.48) |
| Occasional Video-gamers | 473.78 (88.84) | 474.68 (59.49) | 470.55 (48.50) | 469.60 (44.12) |
Figure 3Means of the RT in the four phases of the Go/No Go Visual Research task.
Means (and standard deviations) of the RTs in the Working Memory Test N-Back Research Task.
| Groups | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
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| Occasional Video-gamers | 997.57 (225.07) | 878.61 (222.97) | 835.49 (185.06) | 805.45 (189.49) |
| 1028.59 (266.07) | 848.61 (187.30) | 817.32 (145.31) | 801.28 (221.52) | |
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| Habitual Video-gamers | 1030.73 (151.34) | 1018.82 (140.57) | 958.62 (169.86) | 977.51 (224.80) |
| Occasional Video-gamers | 1003.88 (163.78) | 960.94 (170.96) | 928.72 (167.87) | 913.18 (193.77) |
Figure 4Means of the RT in the four phases of the N-Back task.