2021
DOI: 10.3390/ijerph19010078
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Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study

Abstract: The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the seco… Show more

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Cited by 7 publications
(2 citation statements)
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“…This means that frequency does not play a significant role in the development of cognitive functions and learning of manipulative abilities through games. In addition, as explained in previous studies [29,30] that suggest short-term application effects, the results of this study also support the findings that cognitive function and motor control ability can be activated through short-term stimulation (game participation). These results suggest that, in fact, the frequency of game participation does not significantly affect the improvement of adolescents' cognitive function and motor control skills.…”
Section: Discussionsupporting
confidence: 90%
“…This means that frequency does not play a significant role in the development of cognitive functions and learning of manipulative abilities through games. In addition, as explained in previous studies [29,30] that suggest short-term application effects, the results of this study also support the findings that cognitive function and motor control ability can be activated through short-term stimulation (game participation). These results suggest that, in fact, the frequency of game participation does not significantly affect the improvement of adolescents' cognitive function and motor control skills.…”
Section: Discussionsupporting
confidence: 90%
“…In recent years, tests have been conducted in an attempt to investigate various phenomena such as TV addiction [ 2 ], excessive use of computer games [ 3 ], gambling disorders over the web [ 4 ] and, generally, internet addiction [ 5 ]. The excessive use of smartphones, also known as ‘nomophobia’, has proven to be a form of technological addiction that is rapidly becoming a major social problem around the world [ 6 , 7 , 8 , 9 , 10 ]. Today, addiction is defined as a pleasure-inducing behavior that through repeated exposure gradually leads to loss of control and further negative consequences [ 11 ].…”
Section: Introductionmentioning
confidence: 99%