ArticleEuropean journal of investigation in health, psychology and education2024
Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning.
Article in European journal of investigation in health, psychology and education, 2024. 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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Who cites it
5 citing papers in PubMed.
- [Neuropsychological effects of playing violent video games].Neuropsychiatrie : Klinik, Diagnostik, Therapie und Rehabilitation : Organ der Gesellschaft Osterreichischer Nervenarzte und Psychiater · 2026Review
- Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non-immersive assessments.Journal of neuropsychology · 2026Article
- Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review.JMIR serious games · 2024Review
- Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy.Behavioral sciences (Basel, Switzerland) · 2024Article
- A framework for neurophysiological experiments on flow states.Communications psychology · 2024Review
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Authors and funding
4 authors.
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Abstract
Given the widespread popularity of videogames, research attempted to assess their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. In a sample of 347 adolescents, this study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and assess the impact of gaming skills in six different genres (sport, first-person shooters, role-playing games, action-adventure, strategy, and puzzle games) on cognitive and affective abilities of adolescents. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.
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