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Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study

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  • Rosa Angela Fabio

    (Department of Clinical and Experimental Medicine, University of Messina, 98121 Messina, Italy)

  • Massimo Ingrassia

    (Department of Clinical and Experimental Medicine, University of Messina, 98121 Messina, Italy)

  • Marco Massa

    (Department of Clinical and Experimental Medicine, University of Messina, 98121 Messina, Italy)

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 second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.

Suggested Citation

  • Rosa Angela Fabio & Massimo Ingrassia & Marco Massa, 2021. "Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study," IJERPH, MDPI, vol. 19(1), pages 1-12, December.
  • Handle: RePEc:gam:jijerp:v:19:y:2021:i:1:p:78-:d:708537
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    References listed on IDEAS

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    1. César Larrea-Araujo & José Ayala-Granja & Andrea Vinueza-Cabezas & Patricia Acosta-Vargas, 2021. "Ergonomic Risk Factors of Teleworking in Ecuador during the COVID-19 Pandemic: A Cross-Sectional Study," IJERPH, MDPI, vol. 18(10), pages 1-14, May.
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    4. Joonho Ahn & So-Jung Ryu & Jihun Song & Hyoung-Ryoul Kim, 2021. "Shift Work and Dry Eye Disease in the Korean Working Population: A Population-Based Cross-Sectional Study," IJERPH, MDPI, vol. 18(10), pages 1-7, May.
    5. Petcharatana Bhuanantanondh & Bryan Buchholz & Sara Arphorn & Pornpimol Kongtip & Susan Woskie, 2021. "The Prevalence of and Risk Factors Associated with Musculoskeletal Disorders in Thai Oil Palm Harvesting Workers: A Cross-Sectional Study," IJERPH, MDPI, vol. 18(10), pages 1-10, May.
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    1. Reem M. Alwhaibi & Manar S. Alotaibi & Sara F. Almutairi & Juri E. Alkhudhayr & Reema F. Alanazi & Haya F. Al Jamil & Yalin Aygun, 2024. "Exploring the Relationship Between Video Game Engagement and Creative Thinking in Academic Environments: Cross-Sectional Study," Sustainability, MDPI, vol. 16(20), pages 1-22, October.

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