The popularity and use of action video games has grown considerably in the last decade. Empirical evidence suggests that there is a significant association between action gaming and cognitive and executive abilities. The functioning of individuals' with or without gaming experience has been measured primarily with objective or performance-based assessments of executive function. The current study used a reliable and valid self-report (i.e., subjective) assessment of executive function, the Executive Functioning Inventory (EFI; Spinella in International Journal of Neuroscience, 115, 649-667 2005) to examine whether prolonged action gaming (e.g., intensity and duration) could account for executive function differences among 212 undergraduate participants (Mage=21.1) with varying degrees of action gaming experience. The EFI made up of 5 domains (e.g., motivational drive, impulse control, empathy, organization, and strategic planning) measured participants' overall level of executive function. After controlling for gender, age, education, depression, and state and trait anxiety, action gaming intensity was associated with and predicted lower overall levels of executive function. The findings suggest that current gaming behaviors negatively relate to young adult's typical level of functioning in everyday situations which can include deficiencies in work and school settings.Keywords Action video games . Action gaming . Executive function . EFI . College students As the popularity and use of action video games has increased in the last decade (Adams and Rollings 2006), questions regarding the positive and negative effects, both short-and long-term, of prolonged gaming have persisted. These questions have been primarily directed toward young adults (i.e., ages 18-24) who spend more time playing Curr Psychol