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

и другие.

PLoS ONE, Год журнала: 2021, Номер 16(11), С. e0259163 - e0259163

Опубликована: Ноя. 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.

Язык: 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, Год журнала: 2021, Номер 12

Опубликована: Фев. 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.

Язык: Английский

Процитировано

107

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

и другие.

Behavioral and Brain Functions, Год журнала: 2020, Номер 16(1)

Опубликована: Фев. 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.

Язык: Английский

Процитировано

95

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

и другие.

JMIR Mental Health, Год журнала: 2021, Номер 8(8), С. e28150 - e28150

Опубликована: Май 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.

Язык: Английский

Процитировано

74

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

и другие.

Brain Sciences, Год журнала: 2021, Номер 11(2), С. 171 - 171

Опубликована: Янв. 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

Язык: Английский

Процитировано

70

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

и другие.

Nature Human Behaviour, Год журнала: 2022, Номер 6(4), С. 545 - 554

Опубликована: Янв. 17, 2022

Язык: Английский

Процитировано

52

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

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2022, Номер 39(11), С. 2211 - 2228

Опубликована: Авг. 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.

Язык: Английский

Процитировано

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

и другие.

npj Science of Learning, Год журнала: 2024, Номер 9(1)

Опубликована: Март 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.

Язык: Английский

Процитировано

10

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

и другие.

Electronics, Год журнала: 2024, Номер 13(9), С. 1683 - 1683

Опубликована: Апрель 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.

Язык: Английский

Процитировано

10

A meta-analysis of the impact of technology related factors on students’ academic performance DOI Creative Commons
Metin Kuş

Frontiers in Psychology, Год журнала: 2025, Номер 16

Опубликована: Фев. 21, 2025

Introduction The relationship between students’ smartphone addiction, social media use, video games play, and their academic performance has been widely studied, yet the existing literature presents inconsistent findings. This meta-analysis synthesizes current research to provide a comprehensive examination of impact these technologies on achievement. Methods A total 63 studies (yielding 64 effect sizes) were included, encompassing sample 124,166 students from 28 countries. utilized correlation coefficients sizes, reporting results based random effects model. Key statistics such as Fisher’s Z value, confidence intervals, heterogeneity ( Q ) test considered, publication bias was assessed using Begg Mazumdar’s rank test, with Kendall Tau coefficient determining significance. Results discussion revealed small but statistically significant negative association game playing, [ (64) = 2501.93, p < 0.001, d −0.085]. It is concluded that increased use associated poorer outcomes, potentially impacting key cognitive skills essential for success. implications educational psychology future directions are discussed.

Язык: Английский

Процитировано

2

Effects of parental psychological control on mobile phone addiction among college students: the mediation of loneliness and the moderation of physical activity DOI Creative Commons
Wang Jin-fu, Li Liang,

Qinmei Wu

и другие.

BMC Psychology, Год журнала: 2025, Номер 13(1)

Опубликована: Янв. 21, 2025

Prior studies have shown that parental psychological control is linked to an increased risk of mobile phone addiction. Nevertheless, few analyzed the potential mechanisms may mediate or moderate this association. This study aims investigate role loneliness as a mediator in relationship between and addiction, well moderating effect physical activity on mediation process. A survey involving 268 Chinese college students (mean age = 20.58 years, SD 5.23) utilized Parental Psychological Control Questionnaire, Mobile Phone Addiction Tendency Scale, Physical Activity Level Loneliness Scale. In terms data analysis, descriptive Pearson correlation moderated tests were conducted sequentially. The results indicated that, after controlling for gender age, positively predicted addiction among (B 0.083, p 0.034). played partial mediating association students. Additionally, impact -0.010, 0.035). deepens our understanding how leads Concurrently, it underscores importance enhancing mitigate adverse effects loneliness.

Язык: Английский

Процитировано

1