Relationships between violent video games and cognition

2017 ◽  
Vol 7 (2) ◽  
pp. 58-70
Author(s):  
Nur Baser Baykal ◽  
Metehan Irak

AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.

F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 283 ◽  
Author(s):  
Gonzalo Ruiz-Manrique ◽  
Kazuhiro Tajima-Pozo ◽  
Francisco Montañes-Rada

We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.


2021 ◽  
Vol 11 (6) ◽  
pp. 788
Author(s):  
Miriam Peri ◽  
Uri Gottlieb ◽  
Aharon S. Finestone ◽  
Shmuel Springer

Altered postural control in people with chronic ankle instability (CAI) may be attributed to deficits that are associated with neurocognitive function. Acute training is another factor that may negatively affect postural control and increase the risk of ankle sprain. The purpose of this investigation was to determine the effect of acute exercise on postural stability and cognitive function among patients with CAI. Fifteen patients with CAI (aged 21.5 ± 2.0 years) and 15 healthy controls (aged 20.3 ± 1.7 years) completed a single-limb stance postural control test and a battery of computer-based cognitive tests before and after acute exercise. The overall stability index (OSI) was used as a measure of postural stability. The cognitive domains tested were global cognitive score, executive function, attention, visual-spatial perception, information processing, and fine motor control. Subjects in both groups had similar OSI scores, with a trend for reduced stability in the CAI after the exercise protocol (p = 0.053). There were no differences between the groups in all cognitive domains before or after exercise. Following exercise, the domains of overall cognitive score, visual-spatial perception, and information processing speed improved in both groups (p = 0.003, p = 0.033, p = 0.001; respectively). These findings should be considered with caution due to the heterogeneity of the CAI population.


F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 283 ◽  
Author(s):  
Gonzalo Ruiz-Manrique ◽  
Kazuhiro Tajima-Pozo ◽  
Francisco Montañes-Rada

We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.


F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 283
Author(s):  
Gonzalo Ruiz-Manrique ◽  
Kazuhiro Tajima-Pozo ◽  
Francisco Montañes-Rada

We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.


Author(s):  
Iryna Nikishkova ◽  
Damir Kutikov ◽  
Oleksandr Kutikov ◽  
Julia Kizurina

A key cognitive deficit in multiple sclerosis (MS) is a poor efficacy of the information processing, with working memory impairments and a decreased speed of the information processing as components of formation of this poor efficacy. Despite of a sufficient number of single cognitive tests and test batteries, there are still essential knowledge gaps and methodological limitations connected with understanding and measurements of the cognitive deficit in MS. To study real reasons of changes of the cognitive efficacy in MS, a neurocognitive testing with the original computerized Set for Assessment of Cognitive Capacity and Switchability (сSACCAS), an assessment of levels anxiety/depression, and an assessment of level of fatigue were performed for 25 patients with MS (including 17 female patients) (with a mean age of 34.14 ± 2.13 years old) and 25 practically healthy persons (including 15 females) (with a mean age of 31.80 ± 2.60 years old). To determine neurophysiological correlates of the cognitive functioning, an examination of cognitive evoked potentials (CEP) was performed. An investigation of the distribution density of results of the MS patients’ testing defined 3 groups among them. These groups had differences on the time of performing of test tasks, the “real mistake ratio”, switchability, parameters of N2- and P3-components of CEP, a localization of a maximal P3 peak. The motor reaction speed was more connected with the attention and the information processing speed, than with a visual-spatial orientation, whereas the fatigue more influenced on the speed of comparison and decision making, than on the attention. In 44 % of cases, the time of reply in tests were increased by a slowing down of assessment of a stimulus modality; in 24 % of cases, a long delay of the reply was connected, besides of a low speed of cognitive processes, with impairments of a working memory. The results obtained confirmed a significance of an integrated approach to understand reasons of changes of the cognitive efficacy and to assess adequately cognitive impairments in MS. Key words: neurocognitive computerized tests, cognitive efficacy, cognitive evoked potentials, multiple sclerosis


F1000Research ◽  
2015 ◽  
Vol 3 ◽  
pp. 283
Author(s):  
Gonzalo Ruiz-Manrique ◽  
Kazuhiro Tajima-Pozo ◽  
Francisco Montañes-Rada

We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined to a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were the visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients can improve some of their cognitive symptoms and can help treating video game addiction.


2020 ◽  
Vol 63 (12) ◽  
pp. 4162-4178
Author(s):  
Emily Jackson ◽  
Suze Leitão ◽  
Mary Claessen ◽  
Mark Boyes

Purpose Previous research into the working, declarative, and procedural memory systems in children with developmental language disorder (DLD) has yielded inconsistent results. The purpose of this research was to profile these memory systems in children with DLD and their typically developing peers. Method One hundred four 5- to 8-year-old children participated in the study. Fifty had DLD, and 54 were typically developing. Aspects of the working memory system (verbal short-term memory, verbal working memory, and visual–spatial short-term memory) were assessed using a nonword repetition test and subtests from the Working Memory Test Battery for Children. Verbal and visual–spatial declarative memory were measured using the Children's Memory Scale, and an audiovisual serial reaction time task was used to evaluate procedural memory. Results The children with DLD demonstrated significant impairments in verbal short-term and working memory, visual–spatial short-term memory, verbal declarative memory, and procedural memory. However, verbal declarative memory and procedural memory were no longer impaired after controlling for working memory and nonverbal IQ. Declarative memory for visual–spatial information was unimpaired. Conclusions These findings indicate that children with DLD have deficits in the working memory system. While verbal declarative memory and procedural memory also appear to be impaired, these deficits could largely be accounted for by working memory skills. The results have implications for our understanding of the cognitive processes underlying language impairment in the DLD population; however, further investigation of the relationships between the memory systems is required using tasks that measure learning over long-term intervals. Supplemental Material https://doi.org/10.23641/asha.13250180


2019 ◽  
Vol 33 (2) ◽  
pp. 109-118
Author(s):  
Andrés Antonio González-Garrido ◽  
Jacobo José Brofman-Epelbaum ◽  
Fabiola Reveca Gómez-Velázquez ◽  
Sebastián Agustín Balart-Sánchez ◽  
Julieta Ramos-Loyo

Abstract. It has been generally accepted that skipping breakfast adversely affects cognition, mainly disturbing the attentional processes. However, the effects of short-term fasting upon brain functioning are still unclear. We aimed to evaluate the effect of skipping breakfast on cognitive processing by studying the electrical brain activity of young healthy individuals while performing several working memory tasks. Accordingly, the behavioral results and event-related brain potentials (ERPs) of 20 healthy university students (10 males) were obtained and compared through analysis of variances (ANOVAs), during the performance of three n-back working memory (WM) tasks in two morning sessions on both normal (after breakfast) and 12-hour fasting conditions. Significantly fewer correct responses were achieved during fasting, mainly affecting the higher WM load task. In addition, there were prolonged reaction times with increased task difficulty, regardless of breakfast intake. ERP showed a significant voltage decrement for N200 and P300 during fasting, while the amplitude of P200 notably increased. The results suggest skipping breakfast disturbs earlier cognitive processing steps, particularly attention allocation, early decoding in working memory, and stimulus evaluation, and this effect increases with task difficulty.


2016 ◽  
Vol 32 (4) ◽  
pp. 298-306 ◽  
Author(s):  
Samuel Greiff ◽  
Katarina Krkovic ◽  
Jarkko Hautamäki

Abstract. In this study, we explored the network of relations between fluid reasoning, working memory, and the two dimensions of complex problem solving, rule knowledge and rule application. In doing so, we replicated the recent study by Bühner, Kröner, and Ziegler (2008) and the structural relations investigated therein [ Bühner, Kröner, & Ziegler, (2008) . Working memory, visual-spatial intelligence and their relationship to problem-solving. Intelligence, 36, 672–680]. However, in the present study, we used different assessment instruments by employing assessments of figural, numerical, and verbal fluid reasoning, an assessment of numerical working memory, and a complex problem solving assessment using the MicroDYN approach. In a sample of N = 2,029 Finnish sixth-grade students of which 328 students took the numerical working memory assessment, the findings diverged substantially from the results reported by Bühner et al. Importantly, in the present study, fluid reasoning was the main source of variation for rule knowledge and rule application, and working memory contributed only a little added value. Albeit generally in line with previously conducted research on the relation between complex problem solving and other cognitive abilities, these findings directly contrast the results of Bühner et al. (2008) who reported that only working memory was a source of variation in complex problem solving, whereas fluid reasoning was not. Explanations for the different patterns of results are sought, and implications for the use of assessment instruments and for research on interindividual differences in complex problem solving are discussed.


2015 ◽  
Vol 223 (2) ◽  
pp. 102-109 ◽  
Author(s):  
Evelyn H. Kroesbergen ◽  
Marloes van Dijk

Recent research has pointed to two possible causes of mathematical (dis-)ability: working memory and number sense, although only few studies have compared the relations between working memory and mathematics and between number sense and mathematics. In this study, both constructs were studied in relation to mathematics in general, and to mathematical learning disabilities (MLD) in particular. The sample consisted of 154 children aged between 6 and 10 years, including 26 children with MLD. Children performing low on either number sense or visual-spatial working memory scored lower on math tests than children without such a weakness. Children with a double weakness scored the lowest. These results confirm the important role of both visual-spatial working memory and number sense in mathematical development.


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