Association between video gaming time and cognitive functions: A cross-sectional study of Chinese children and adolescents DOI
Jiangyue Hong, Yi Su, Jinghan Wang

et al.

Asian Journal of Psychiatry, Journal Year: 2023, Volume and Issue: 84, P. 103584 - 103584

Published: April 14, 2023

Language: Английский

A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children DOI Creative Commons
Maria Vedechkina, Francesca Borgonovi

Frontiers in Psychology, Journal Year: 2021, Volume and Issue: 12

Published: Feb. 24, 2021

The role of digital technology in shaping attention and cognitive development has been at the centre public discourse for decades. current review presents findings from three main bodies literature on implications use control: television, video games, multitasking. aim is to identify key lessons prior research that are relevant generation users. In particular, lack scientific consensus whether technologies good or bad children reflects effects depend users' characteristics, form take, circumstances which occurs interaction between factors. Some features media may be particularly problematic, but only certain users contexts. Similarly, individual differences mediate how, when why individuals technology, as well how much benefit harm can derived its use. finding emerging large degree heterogeneity associations especially due rapid diffusion a number different contents, increasing variety user experiences. We discuss importance leveraging existing knowledge integrating past into broader organizing framework order guide technology-based practice. end with discussion some challenges unaddressed issues propose directions future research.

Language: Английский

Citations

105

Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement DOI Creative Commons
Eunhye Choi, Suk-Ho Shin, Jeh-Kwang Ryu

et al.

Behavioral and Brain Functions, Journal Year: 2020, Volume and Issue: 16(1)

Published: Feb. 3, 2020

Abstract Background Unlike the emphasis on negative results of video games such as impulsive engagement in games, cognitive training studies individuals with deficits showed that characteristics game elements were helpful to train functions. Thus, this study aimed have a more balanced view toward playing by reviewing genres commercial and association functions modulating factors. Literatures searched search terms (e.g. training) database Google scholar. Results which purpose is players’ entertainment, found be positively associated attention, problem solving skills) despite some discrepancy between studies. However, enhancement through gaming was limited task or performance requiring same Moreover, several factors age, gender) identified modulate enhancement, individual difference function found. Conclusion Commercial are suggested potential for enhancement. As understanding essential evaluate outcomes people reported engage, review contributes provide objective evidence gaming.

Language: Английский

Citations

93

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review DOI Creative Commons
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani

et al.

JMIR Mental Health, Journal Year: 2021, Volume and Issue: 8(8), P. e28150 - e28150

Published: May 22, 2021

Using commercial off-the-shelf video games rather than custom-made computer could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, the possibility to reach millions of individuals worldwide. However, it is important emphasize that not all are equal, effects strongly depend on specific characteristics games.

Language: Английский

Citations

73

Action Video Games Enhance Attentional Control and Phonological Decoding in Children with Developmental Dyslexia DOI Creative Commons
Sara Bertoni, Sandro Franceschini, Giovanna Puccio

et al.

Brain Sciences, Journal Year: 2021, Volume and Issue: 11(2), P. 171 - 171

Published: Jan. 29, 2021

Reading acquisition is extremely difficult for about 5% of children because they are affected by a heritable neurobiological disorder called developmental dyslexia (DD). Intervention studies can be used to investigate the causal role neurocognitive deficits in DD. Recently, it has been proposed that action video games (AVGs)—enhancing attentional control—could improve perception and working memory as well reading skills. In partial crossover intervention study, we investigated effect AVG non-AVG training on control using conjunction visual search task with We also measured non-alphanumeric rapid automatized naming (RAN), phonological decoding word before after training. After both game sessions no was found RAN performance. However, only 12 h improved (i.e., set-size slopes were flatter search) speed accelerated. Crucially, increased DD whose score highly efficient demonstrated an induces plasticity fronto-parietal linked selective improvement

Language: Английский

Citations

70

Enhancing reading skills through a video game mixing action mechanics and cognitive training DOI
Angela Pasqualotto, Irène Altarelli, Antonella De Angeli

et al.

Nature Human Behaviour, Journal Year: 2022, Volume and Issue: 6(4), P. 545 - 554

Published: Jan. 17, 2022

Language: Английский

Citations

48

Video Game Design for Learning to Learn DOI
Angela Pasqualotto, Jocelyn Parong, C. Shawn Green

et al.

International Journal of Human-Computer Interaction, Journal Year: 2022, Volume and Issue: 39(11), P. 2211 - 2228

Published: Aug. 23, 2022

Over the past 20 years, proposal that immersive media, such as video games, can be leveraged to enhance brain plasticity and learning has been put test. This expanding literature highlights extraordinary power of games a potential medium train functions, but also remaining challenges must addressed in developing truly deliver terms objectives. Such include need to: (1) Maintain high motivation given typically requires long-term training regimens, (2) Ensure content or skills learned are indeed mastered face many possible distractions, (3) Produce knowledge transfer beyond proximal Game design elements have proposed support these objectives reviewed, along with underlying psychological constructs rest upon. A discussion pitfalls is included, well paths forward consistently ensure impact.

Language: Английский

Citations

43

Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia DOI Creative Commons
Sara Bertoni, Chiara Andreola, Sara Mascheretti

et al.

npj Science of Learning, Journal Year: 2024, Volume and Issue: 9(1)

Published: March 21, 2024

Abstract Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of development in a sample 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired either phonemic awareness (i.e., phoneme discrimination task), working memory pseudoword repetition task) or rapid automatized naming RAN colours task). assigned to different groups by using an unequal allocation randomization: (1) ( n = 43), (2) Serious Non-Action Video Game 11), (3) treatment-as-usual speech therapy, (4) waiting list 14). Pre- post-training comparisons show that has significantly higher improvement group compared list, non-AVG, groups, as well combined active 22). This cross-modal plastic change: (i) leads recovery when not-at-risk pre-readers; (ii) is present more than 80% pre-readers, and; (iii) maintained at 6-months follow-up. The findings indicate this specific multisensory attentional training positively affects how develops risk dyslexia, paving way innovative prevention programs.

Language: Английский

Citations

9

Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact DOI Open Access
Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del Puerto-Flores

et al.

Electronics, Journal Year: 2024, Volume and Issue: 13(9), P. 1683 - 1683

Published: April 26, 2024

This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis effects various video game genres on brainwave patterns concentration levels virtual reality (VR) settings. The study is groundbreaking its approach, employing electroencephalograms (EEGs) to explore neural correlates gaming, thus bridging gap between technology, psychology, neuroscience. review enriches dialogue potential games as therapeutic tool mental health. study’s findings illuminate capacity different elicit varied responses, paving way for tailored therapies. contributes meaningfully state art by offering empirical insights into interaction environments brain activity, highlighting applications settings, training, educational tools. are especially relevant developing VR content games, enhancing understanding processes, aiding healthcare strategies.

Language: Английский

Citations

9

Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames DOI
Kim Szolin, Daria J. Kuss, Filip Nuyens

et al.

Computers in Human Behavior, Journal Year: 2021, Volume and Issue: 128, P. 107124 - 107124

Published: Dec. 4, 2021

Language: Английский

Citations

53

Virtual reality video game improves high-fidelity memory in older adults DOI Creative Commons

Peter E. Wais,

Melissa Arioli,

Roger Anguera‐Singla

et al.

Scientific Reports, Journal Year: 2021, Volume and Issue: 11(1)

Published: Jan. 28, 2021

Abstract Therapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as cognitive intervention with the hypothesis it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks used means achieve environmental enrichment via exposure and learning about novel complex information. Engagement has enhance linked vitality of system in brain. In current study, 48 adults (mean age 68.7 ± 6.4 years) average abilities their were randomly assigned 12 h computer play over four weeks either Labyrinth-VR or placebo control arms. Promptly before after each participant’s treatment regimen, outcome measures tested assess mnemonic discrimination other measures. The results showed post-treatment gain capability arm, relative placebo, which reached levels attained by younger another experiment. This finding demonstrates generalization benefits from VR important, untrained, capabilities. These are discussed light relevant research hippocampal-dependent functions.

Language: Английский

Citations

47