Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span
Autor: | Han-Hui Liu, Xing-Ting Zhu, Yiwen Zhang, Huijie Li, Ping Wang, Xi-Nian Zuo, Yang Hu |
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Rok vydání: | 2017 |
Předmět: |
Cognitive aging
Adult Male Health (social science) Psychometrics Adolescent Cross-sectional study 050105 experimental psychology Developmental psychology 03 medical and health sciences 0302 clinical medicine Cognition Age related Humans 0501 psychology and cognitive sciences Young adult Aged Aged 80 and over Analysis of Variance 05 social sciences Rehabilitation Public Health Environmental and Occupational Health Neuropsychology Age Factors Middle Aged Computer Science Applications Adult life Cross-Sectional Studies Video Games Cognitive Aging Female Psychology 030217 neurology & neurosurgery |
Zdroj: | Games for health journal. 6(4) |
ISSN: | 2161-7856 |
Popis: | Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question.The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs).The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible.The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages. |
Databáze: | OpenAIRE |
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