Özçetin Mustafa, Gümüştaş Funda, Çağ Yakup, Gökbay İnci Zaim, Özmel Ahu
Istanbul Faculty of Medicine, Department of Pediatrics, Istanbul University, Istanbul, Turkey.
Department of Child and Adolescent Psychiatry, Marmara University Research and Training Hospital, Istanbul, Turkey.
Neuropsychiatr Dis Treat. 2019 May 8;15:1171-1180. doi: 10.2147/NDT.S206271. eCollection 2019.
Video games are especially popular among adolescents and young adults as a form of entertainment and the amount of time spent playing video games has increased rapidly. The main objective of this study is to assess the effect of video games on cognitive functions in adolescents. An exploratory, cross-sectional study was employed to investigate cognitive function in adolescent video game players. Cognitive functions, including memory, attention, and executive functions, were evaluated in 46 adolescents who had been playing video games regularly for at least 1 h per day, 5 days per week, for at least a year, and 31 adolescents (who played video games <5 h per week) using cognitive function assessment tests. Other data, such as demographics, medical information, video game types, and time spent playing video games were collected by questionnaires. No significant difference was detected between the groups in terms of age, gender, IQ levels, and sociodemographic variables. Our findings show that visual memory results were slightly better in the playing group. Moreover, in the group that plays video games regularly, the increase in daily time spent playing games significantly increased the total error value in the Stroop Test and total interference value in California Verbal Learning Test-Children's Version test. We also found that more time is spent on online games compared with traditional games. In this study, we emphasize the pathological and uncontrolled consumption of video games and the possible consequences of time spent playing games. Our findings indicate the need for more extensive research. Future research should address the various implications of video game play, especially between the potentially positive and negative effects of video games.
电子游戏作为一种娱乐形式在青少年和年轻人中尤其受欢迎,且玩电子游戏的时间迅速增加。本研究的主要目的是评估电子游戏对青少年认知功能的影响。采用探索性横断面研究来调查青少年电子游戏玩家的认知功能。使用认知功能评估测试对46名每天至少玩1小时、每周玩5天、至少玩了一年的青少年电子游戏玩家,以及31名(每周玩电子游戏少于5小时)青少年的认知功能进行了评估,包括记忆、注意力和执行功能。通过问卷调查收集了其他数据,如人口统计学信息、医疗信息、电子游戏类型以及玩电子游戏的时间。在年龄、性别、智商水平和社会人口统计学变量方面,两组之间未检测到显著差异。我们的研究结果表明,游戏组的视觉记忆结果略好。此外,在经常玩电子游戏的组中,每天玩游戏时间的增加显著增加了Stroop测试中的总错误值和加利福尼亚语言学习测试儿童版测试中的总干扰值。我们还发现,与传统游戏相比,花在网络游戏上的时间更多。在本研究中,我们强调了电子游戏的病态和无节制消费以及玩游戏时间可能带来的后果。我们的研究结果表明需要进行更广泛的研究。未来的研究应探讨电子游戏的各种影响,特别是电子游戏潜在的积极和消极影响之间的关系。