scholarly journals Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability

Author(s):  
Boyu Qiu ◽  
Yanrong Chen ◽  
Xu He ◽  
Ting Liu ◽  
Sixian Wang ◽  
...  

There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.

Author(s):  
Sandro Franceschini ◽  
Sara Bertoni ◽  
Matteo Lulli ◽  
Telmo Pievani ◽  
Andrea Facoetti

AbstractAccording to established background knowledge, playing is essential in human development and a power remediation tool in clinical populations. In clinical interventions, the beneficial roles of playing have often been sought and investigated in the specific features of the game, rather than in the positive emotions generated by playing. However, regardless of game specifications, cognitive enhancement could be driven by the emotions linked to play. Establishing the causal connections between play and cognitive enhancement should allow us to determine how to involve play in therapy, prevention and educational programmes. Today, video-gaming is one of the most diffused forms of play. In the first crossover randomized controlled trial, we compared the short-term effects induced by shooting and puzzle video-games in visual perception, sensorimotor and reading skills in children with developmental coordination disorder and dyslexia. The funnier and more activating game enhanced breadth of visual perception and reduced sensorimotor and reading disorders. Visual perception, sensorimotor and reading improvements correlated with fun. In the second crossover randomized controlled trial, comparing the effects of the same shooting with a fighting video-game in healthy young adults, we show that regardless of game characteristics, changes in positive emotions correlated with contextual reading enhancement, while play-driven biochemical activation boosted single word and pseudoword reading. The short-term effects induced by play could be a useful clinical tool for the prevention and treatment of multiple cognitive disorders.


2019 ◽  
Vol 44 (3) ◽  
pp. 248-254 ◽  
Author(s):  
Brandon J.F. Gheller ◽  
Julia O. Totosy de Zepetnek ◽  
Jo M. Welch ◽  
Melissa D. Rossiter ◽  
Bohdan Luhovyy ◽  
...  

Video game playing (VGP) is associated with overweight/obesity (OW/OB). VGP and caloric preloads in the pre-meal environment influence short-term food intake (FI) in healthy-weight children. Therefore, the purpose of the present study was to examine the effect of pre-meal VGP and a glucose preload on subjective emotions, subjective appetite, and FI in boys with OW/OB. On 4 separate mornings, boys with OW/OB (n = 22; mean ± SD: age = 11.9 ± 1.6 years; body mass index percentile = 94.3 ± 3.9) participated in 4 test conditions. Two hours after a standardized breakfast, boys consumed equally sweetened preloads (250 mL) of sucralose (0 kcal) or glucose (200 kcal), with or without 30 min of subsequent VGP. Immediately after each test condition, FI was evaluated during an ad libitum pizza meal. Subjective appetite was measured at 0 (baseline), 15, and 30 min. Subjective emotions (aggression, anger, excitement, disappointment, happiness, upset, and frustration) were measured at 0 and 30 min. VGP did not affect FI, but the glucose preload decreased FI compared with the sucralose control (Δ = −103 ± 48 kcal, p < 0.01). However, cumulative FI (preload kcal + meal kcal) was 9% higher after the glucose preload (p < 0.01). Subjective appetite increased with time (p < 0.05) but was not influenced by preload or VGP. Frustration was the only subjective emotion that increased following VGP (p < 0.01). A glucose preload, but not VGP, suppressed FI in boys with OW/OB, suggesting a primary role of physiological factors in short-term FI regulation.


2015 ◽  
Vol 11 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Jih-Hsuan Lin ◽  
Wei Peng

How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is important to examine perceived enactive realism, particularly for interactive and participatory media such as video games. This study examines the contribution of two types of perceived realism—perceived graphic realism and perceived enactive realism—to enjoyment and engagement as manifested by the level of physical movement intensity in an active video game playing context. It was found that perceived enactive realism was a significant predictor of enjoyment and engagement in playing active video games. However, perceived graphic realism was not found to be a significant predictor of enjoyment or engagement. Theoretical and practical implications are discussed.


1984 ◽  
Vol 55 (1) ◽  
pp. 271-276 ◽  
Author(s):  
Robert F. McClure ◽  
F. Gary Mears

This study examined some personality characteristics and demographic variables of frequent video game users. A survey of video-game-playing attitudes, personality characteristics, and entertainment choices of high school teenagers was made. Frequent video-game players were young, male, and liked competitive activities, such as playing sports. They were bright and liked challenges and science fiction movies. Infrequent players tended to be older, female, not as bright and to like noncompetitive activities. These infrequent players did not like video games, were anxious about computers, and did not read very many books.


Verbum ◽  
2018 ◽  
Vol 8 (8) ◽  
pp. 112
Author(s):  
Domas Rudis ◽  
Svetozar Poštić

In the past decade or two, there has been an obvious increase in the number of school children profici­ent in English. One of the reasons is the number of English classes per week, but even more important­ly, it is the influence of the media. Students are greatly exposed to video games. In this paper, a survey was conducted in order to find the connection between video-game playing and English proficiency. Ninety six students filled out the survey answering a range of question on the quantity and quality of their video game playing. The conclusion drawn was that video games have a profound impact on language learning. The areas of most benefit were vocabulary and pronunciation. As a form of highly desirable entertainment, video games provide a positive and motivating atmosphere, which is perfect for adopting a foreign language.


2017 ◽  
Vol 6 (4) ◽  
pp. 29-40 ◽  
Author(s):  
N.V. Bogacheva ◽  
A.E. Voiskounsky

The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.


2021 ◽  
Author(s):  
Anne Bülow ◽  
Eeske van Roekel ◽  
Savannah Boele ◽  
Jaap J. A. Denissen ◽  
Loes Keijsers

Person-environment interactions might ultimately drive longer-term development. This experience sampling study assessed short-term linkages between parent-adolescent interaction quality and affect during 2,281 interactions of 124 adolescents (Mage=15.80, SDage=1.69, 59% girls, 92% Dutch, Education: 25% low, 31% middle, 35% high, 9% other). Adolescents reported on parent-adolescent interaction quality (i.e., warmth and conflict) and momentary positive and negative affect five to six times a day, for 14 days. Preregistered dynamic structure equation models (DSEM) revealed within-family associations between parent-adolescent interaction quality and adolescent affect (concurrently: ß = -.22 to .39; lagged effects: ß = -.17 to .15). These lagged effects varied significantly between families. These findings stress the need for more person-specific research on parenting processes.


Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


Author(s):  
Nadia Itona Siregar ◽  
Pudji Muljono

 The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi


Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


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