The impact of linguistic distance or the relatedness between two languages, on bilinguals’ episodic memory performance and verbal fluency is an understudied area. Thus, the purpose of this study was to determine if differences in linguistic distances have differential effects on these abilities. Measures of episodic recognition, categorical fluency, and global cognitive functioning were also considered in the analyses. Two matched samples with participants living and educated in Sweden were drawn from the Betula Prospective Cohort Study. Results showed that bilinguals who speak linguistically similar languages (Swedish and English), performed significantly better than monolinguals on both episodic memory recall and letter fluency, while bilinguals who speak two languages that are more distant (Swedish and Finnish), showed no advantages compared to their monolingual counterparts. For both tasks, however, a linear trend was observed indicative of better performance for the Swedish‐English group compared to the Finnish‐Swedish group, and for the Swedish‐Finnish group compared to the monolinguals group. As expected, no differences between groups were found in any of the other cognitive tasks. Overall, results suggest that the impact of linguistic distances should be explored in more detail in the future.
Background and aims The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. Method An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. Results In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. Discussion and conclusions The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. Registration detail PROSPERO (CRD42020220050).
Media multitasking is an increasingly prominent behavior in affluent societies. However, it still needs to be established if simultaneous use of several modes of media content has an influence on higher cognitive functions, such as divided attention. In this study, attention shifting was the primary focus, since switching between tasks is assumed to be necessary for media multitasking. Two tasks, the number–letter and local–global task, were used as measures of switching ability. The cognitive reflections task was included to control for possible effects of intelligence. Results from linear regression analyses showed that higher levels of media multitasking was related to lower switching costs in the two attention-shifting tasks. These findings replicate previous findings suggesting that heavy media multitaskers perform better on select measures of task switching. We suggest two possible explanations for our results: media multitasking may practice skills needed for switching between tasks, or high media multitaskers are choosing this style of technology use due to a dominating personality trait in this group.
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