ArticleInternational journal of environmental research and public health2021
Transient and Long-Term Improvements in Cognitive Processes following Video Games: An Italian Cross-Sectional Study.
Article in International journal of environmental research and public health, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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5 citing papers in PubMed.
- Acute effects of blue and red light exposure on cognitive performance, exercise capacity, perceived effort, and dynamic balance: A randomized crossover study.Journal of exercise science and fitness · 2025Article
- Psychosocial and cognitive predictors of academic achievement among higher education students in Southern Ethiopia.PloS one · 2025Article
- Single video games improve cognitive functioning in college students: evidence from behavioral and fNIRS assessments.Frontiers in psychiatry · 2025Article
- The Effects of Adolescents' Participation in Video Games on Cognitive Function and Motor Control Skills.Healthcare (Basel, Switzerland) · 2023Article
- Problematic Smartphone Use Leads to Behavioral and Cognitive Self-Control Deficits.International journal of environmental research and public health · 2022Article
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3 authors.
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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.
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