A negative association between video game experience and proactive cognitive control

2010 ◽  
Vol 47 (1) ◽  
pp. 34-42 ◽  
Author(s):  
Kira Bailey ◽  
Robert West ◽  
Craig A. Anderson
2015 ◽  
Vol 78 (1) ◽  
pp. 218-241 ◽  
Author(s):  
Pedro Cardoso-Leite ◽  
Rachel Kludt ◽  
Gianluca Vignola ◽  
Wei Ji Ma ◽  
C. Shawn Green ◽  
...  

Nature ◽  
2013 ◽  
Vol 501 (7465) ◽  
pp. 97-101 ◽  
Author(s):  
J. A. Anguera ◽  
J. Boccanfuso ◽  
J. L. Rintoul ◽  
O. Al-Hashimi ◽  
F. Faraji ◽  
...  

Author(s):  
Kevin Rudolf ◽  
Peter Bickmann ◽  
Ingo Froböse ◽  
Chuck Tholl ◽  
Konstantin Wechsler ◽  
...  

The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass index (BMI): 24.6 ± 4.8 kg/m²) in Germany in 2018. The majority of respondents (95%) reported a good to excellent health status. Two thirds (66.9%) engaged in moderate to vigorous physical activity for more than 2.5 h/week. The average duration of sitting and sleep time was 7.7 ± 3.6 h/day and 7.1 ± 1.3 h/day, respectively. Mean fruit and vegetable consumption was 2.7 ± 1.8 portions/day. Video games were played for 24.4 ± 15.9 h/week on average. Partial Spearman correlations revealed poor positive associations of video game play time to sedentary behavior (rho = 0.15; p < 0.01) and BMI (rho = 0.11; p < 0.01), as well as a poor negative association to self-reported health status (rho = −0.14; p < 0.01). These results indicate the good subjective health of this target group. Nevertheless, the high amount of video game play time and its poor negative association to health status indicate a need for specific health promotion strategies for this target group.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S721-S721
Author(s):  
Soledad Ballesteros ◽  
Jennifer Rieker ◽  
josé M Reales ◽  
julia Mayas ◽  
María Pilar Jiménez ◽  
...  

Abstract Previous research suggests that both cognitive training and physical exercise help to maintain brain health and cognitive functions that decline with age. The main objectives of this four-arms RCT are (1) to investigate the synergetic effects of a group-based multidomain training program that combines cognitive video-game training with physical exercise, in comparison to those produced by cognitive training combined with physical control activity, physical training combined with cognitive control activity, or a combination of both control activities; (2) to investigate in a memory-based task switching task whether event Related Potential (ERP) latencies of the P2 component are shorter, and N2 and P3b components are enhanced after training; and (3) to find out whether possible enhancements persist after a 3-month period without training. One hundred and twenty participants will be randomly assigned to one of the four combinations of cognitive training and physical exercise. The cognitive component will be either video-game training (cognitive intervention, CI) or video games not specifically designed to train cognition (cognitive control, CC). The physical exercise component will either emphasize endurance, strength, and music-movement coordination (exercise intervention, EI) or stretching, toning and relaxation (exercise control, EC). This RCT will investigate the short and long-term effects of combined multi-domain training compared to cognitive training and physical training alone, on executive control and memory functions of healthy older adults, in comparison with the performance of an active control group. This trial is an ongoing project started in 2018. Trial registration: Clinicaltrials.gov ID: NCT03823183; https://register.clinicaltrials.gov/


2010 ◽  
Author(s):  
Kira M. Bailey ◽  
Rob West ◽  
Craig A. Anderson

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