Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.
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http://dx.doi.org/10.3390/ejihpe14030048 | DOI Listing |
Sci Rep
December 2024
School of Psychological Science, The University of Western Australia, 35 Stirling Highway, Perth, WA, 6009, Australia.
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played).
View Article and Find Full Text PDFSports (Basel)
December 2024
The Faculty of Teacher Education and Arts, Nord University, Høyskolevegen 27, 7600 Levanger, Norway.
The aim of this study was to evaluate the effect of 11 additional soccer training sessions among youth soccer players according to their performance in a skill course. A total of 90 participants, aged 9 to 12, were randomly assigned to either an intervention group (IG) (n = 54) or a control group (CG) (n = 36) and have validated data. The trainings focused upon enhancing ball mastery and decision-making and included a combination of one vs.
View Article and Find Full Text PDFNat Sci Sleep
December 2024
Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
Purpose: It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport
Patients And Methods: Twenty skill-matched pairs (N = 40 total) were recruited.
Bull Menninger Clin
December 2024
Department of Biostatistics, School of Medicine, Pamukkale University, Denizli, Turkey.
The term "phubbing" is a combination of the words "phone" and "snubbing" and is explained as preferring the virtual environment to real communication by engaging with a smartphone during social interaction. Our study included 191 children aged 3-6 attending preschool education. The parents of the children were contacted via an online survey to provide information about their sociodemographic, general phubbing, digital game addiction tendencies, and social skills scale scores.
View Article and Find Full Text PDFIntern Emerg Med
December 2024
Center for Advanced Simulation in Medicine, University Hospital Careggi, Lg. Brambilla 3, 50134, Florence, Italy.
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