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 critical review on the moderating role of contextual factors in the associations between video gaming and well-being DOI Creative Commons
Andree Hartanto, Verity Y. Q. Lua, Frosch Y. X. Quek

et al.

Computers in Human Behavior Reports, Journal Year: 2021, Volume and Issue: 4, P. 100135 - 100135

Published: Aug. 1, 2021

The appeal of video gaming has undoubtedly withstood the test time. In view its increasing popularity, lay people and researchers alike have taken an interest in psychological consequences gaming. However, there seems to be a paradox associated with effect on gamers' well-being—namely, while most game players cite "fun" as their motivation play games, games continue hold notorious reputation among some for being detrimental mental health emotional well-being measured by indicators such happiness, perceived stress, anxiety, depressive symptoms. We suggest that significant contributor mixed literature is oversight contextual factors may moderate this relationship. current review highlights five important should considered when studying associations between frequency well-being. Specifically, we unless social context (who), type (what), (why), time day (when), amount (how much) activities are adequately considered, examinations outcomes relation will remain incomplete.

Language: Английский

Citations

32

Media use, attention, mental health and academic performance among 8 to 12 year old children DOI Creative Commons
Pedro Cardoso-Leite,

Albert Buchard,

Isabel Tissieres

et al.

PLoS ONE, Journal Year: 2021, Volume and Issue: 16(11), P. e0259163 - e0259163

Published: Nov. 17, 2021

The rise in digital media consumption, especially among children, raises the societal question of its impact on cognition, mental health and academic achievement. Here, we investigate three different ways measuring technology use-—total hours consumed, video game play number used concurrently—-in 118 eight-to-twelve year-old children. At stake is whether uses have effects, which could explain some past mixed findings. We collected data about children’s as well (i) attentional behavioral control abilities, (ii) psychological distress, psychosocial functioning, sleep, (iii) achievement motivation. While abilities were assessed using both cognitive tests questionnaires, sleep all questionnaire-based. Finally, performance was based self-reported grades, with motivational variables being measured through grit growth-mindset questionnaires. present partial correlation analyses construct a network to assess structural associations between forms consumption categories measures. observe that children consume large amounts multitask substantially. Partial show multitasking specifically mostly correlated negative health, while playing games associated faster responding better health. No significant correlations observed for total media. Psychological analysis complement these first results by indicating consuming are only indirectly related grades. Thus, appear relate performance, more directly affecting This work emphasizes need differentiate if one understand how every day impacts human behavior.

Language: Английский

Citations

31

Research on user experience of the video game difficulty based on flow theory and fNIRS DOI
Yu Dong, Shurui Wang, Fanghao Song

et al.

Behaviour and Information Technology, Journal Year: 2022, Volume and Issue: 42(6), P. 789 - 805

Published: March 3, 2022

Difficulty balance in the game level design is particularly important for user experience (UX). This study uses cognitive control and flow theory as a starting point, based on functional near-infrared spectroscopy technology, this research obtained oxygenated hemoglobin concentration (ΔHbO2) signals from three brain areas prefrontal cortex (PFC), namely dorsolateral (DLPFC), ventral (VLPFC), frontal area (FPA). Combined with subjective state scale to explore reaction difference between video players (VGPs) non-video (NVGPs) during entire period of playing games moment difficulty changes. The results show that VGPs NVGPs have significant differences HbO2 different regions PFC. players' affected by difficulty. DLPFC FPA linear dependence relation state. proves UX changes perspective. provide reference future about achieve better game.

Language: Английский

Citations

22

Primary School Students’ Experiences using Minecraft Education during a National Project-Based Initiative: An Irish Study DOI Creative Commons
Eadaoin J. Slattery, Deirdre Butler, Michael O’Leary

et al.

TechTrends, Journal Year: 2023, Volume and Issue: unknown

Published: May 10, 2023

Minecraft Education is a digital game-based learning platform that thought to support the development of twenty-first century competencies and skills. The purpose this study explore primary students' experiences using during an innovative national project-based initiative. initiative had two phases: 1) educational episodes for teachers students on how use 2) competition required re-imagine sustainable version their community. We used mixed-methods design with sample classes taking part in First, third sixth class (N = 173) completed survey examined: opportunities Education, ease use, 3) usefulness, 4) enjoyment. Eight focus group interviews were then conducted subsample (n 30). Students indicated there good particularly creativity collaboration, was easy useful and, enjoyable. Thematic analysis qualitative data identified five themes: 'collaboration', 'opportunities creativity', 'immersive environment', 'student engagement', 'technology skills'. This research highlights value activities supporting student learning.

Language: Английский

Citations

13

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

Citations

12