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Transient and long-term improvements in cognitive processes following video games: An italian cross-sectional study

Articolo
Data di Pubblicazione:
2022
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.
Tipologia CRIS:
14.a.1 Articolo su rivista
Keywords:
Automatization theory, Cognitive empowerment, Flow theory, Long-term effects, Short-term effects, Video-gaming
Elenco autori:
Fabio, Rosa Angela; Ingrassia, Massimo; Massa, Marco
Autori di Ateneo:
FABIO Rosa Angela
INGRASSIA Massimo
Link alla scheda completa:
https://iris.unime.it/handle/11570/3216856
Link al Full Text:
https://iris.unime.it//retrieve/handle/11570/3216856/455117/2021-17%20videogiochi%20e%20funzioni%20cognitive%20ijerph-19-00078.pdf
Pubblicato in:
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
Journal
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