2019
DOI: 10.3389/fnhum.2019.00134
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A Reduction in Video Gaming Time Produced a Decrease in Brain Activity

Abstract: This study examines whether a decrease in brain development is observable after players have reduced their video gaming time over a period of 1 year. Both video gaming experts and non-experts were recruited, whose resting-state functional MRI (fMRI) data were collected at the beginning and the end of the study. Immediately after the first scan, the participants were instructed to spend no more than 3 h on video gaming weekly for 1 year. The results showed decreased self-reported video gaming skills and decreas… Show more

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Cited by 15 publications
(28 citation statements)
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References 49 publications
(76 reference statements)
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“…This study used the recruitment procedure established in previous research (Qiu et al, 2018 ; Gong et al, 2019b ; Gan et al, 2020 ). All the participants in the current study were college students of the University of Electronic Science and Technology of China (UESTC) who responded to the recruitment flyers posted on campus or on the Internet forums hosted by the UESTC.…”
Section: Methodsmentioning
confidence: 99%
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“…This study used the recruitment procedure established in previous research (Qiu et al, 2018 ; Gong et al, 2019b ; Gan et al, 2020 ). All the participants in the current study were college students of the University of Electronic Science and Technology of China (UESTC) who responded to the recruitment flyers posted on campus or on the Internet forums hosted by the UESTC.…”
Section: Methodsmentioning
confidence: 99%
“…Based on the results, eight additional individuals were excluded prior to the experiment because they had moderate/severe depression or anxiety (i.e., SDS ≥ 63 or SAS ≥ 60; n = 5) and Internet gaming disorders ( n = 3). The participants also reported their: (1) gaming experience in the recent 2 years and expertise gaming ranking of League of Legends (LOL)—the ARSG game used in this study; (2) LOL ID, which was used to validate the participants’ self-reported gaming experience and expertise; and (3) gaming experience of other gaming genres in the recent 2 years to ensure that LOL was the major game genre for all the participants (Qiu et al, 2018 ; Gong et al, 2019b ; Gan et al, 2020 ). All the participants were right-handed and had normal or corrected-to-normal vision and no history of mental and neurological diseases.…”
Section: Methodsmentioning
confidence: 99%
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“…While AVG training was associated with attentional improvement, the training of match-3 VG resulted in better spatial WM [32]. Although the weaker association between FPS experience and cognitive enhancement in the sample including players with less FPS experience [68] questioned the positive association between VG playing and cognitive function, the reduction of VG playing significantly decreased not only self-reported gaming skills but also brain activities [69]. That is, as certain amount of VG experience is required to show cognitive enhancement (Anguera et al 2015), VG experience was suggested to have the potential to enhance cognitive function and to show near transfer effect.…”
Section: Sgsmentioning
confidence: 97%
“…Participants were recruited following the established procedure used in previous research (Qiu et al, 2018;Gong et al, 2019b). A survey was given, prior to the current study, to a number of participants who were asked to report: (1) their League of Legends (LOL 1 ) Expertise Ranking and gaming experience (in years); (2) their LOL ID which was used to verify their self-reported gaming experience and ranking information, since their LOL Expertise Ranking is provided by the LOL game-the ARSG program used in this study; and (3) their experience (in years) of playing games other than LOL, which was used to exclude multi-genre gamers to ensure LOL was the primary game genre for all the participants recruited in this study.…”
Section: Participantsmentioning
confidence: 99%