2020
DOI: 10.1016/j.chb.2020.106337
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Short video game play improves executive function in the oldest old living in residential care

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Cited by 18 publications
(8 citation statements)
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“…Despite the many advantageous and beneficial effects gaming can have, [4][5][6] excessive and dysregulated engagement has been shown to be associated with poor psychological, social, and physical well-being. [7][8][9] As a result, in 2019, the World Health Organisation (WHO) officially recognised Gaming Disorder (GD) as a mental health condition in the eleventh revision of the International Classification of Diseases (ICD-11).…”
Section: Introductionmentioning
confidence: 99%
“…Despite the many advantageous and beneficial effects gaming can have, [4][5][6] excessive and dysregulated engagement has been shown to be associated with poor psychological, social, and physical well-being. [7][8][9] As a result, in 2019, the World Health Organisation (WHO) officially recognised Gaming Disorder (GD) as a mental health condition in the eleventh revision of the International Classification of Diseases (ICD-11).…”
Section: Introductionmentioning
confidence: 99%
“…These observations are in line with a meta-analysis showing improvements in inhibition, top-down attention, and multitasking/task-switching ( Bediou et al, 2018 ). Interestingly, improvements of EF can be seen in all age groups, including preschool children ( Yang et al, 2020 ) and the oldest old ( McCord et al, 2020 ). In conclusion, it seems very well established that video-gaming experience improves executive function abilities.…”
Section: Experiments Seriesmentioning
confidence: 99%
“…In these games, players may also have to face puzzle-solving and exploration challenges (Adams, 2006). Action video games appear to yield substantial positive influence on cognition (McCord et al, 2020) due to their neuropsychological properties (Bediou et al, 2018): i) the non-linear, fast pace (which stimulates a quick motor response in the player); ii) the perceptual burden (which positively affects working memory and planning abilities); iii) the continuous and rapid focus switching and iv) the presence of distractors with irrelevant information to be suppressed (which elicits visual attention and task switching). In this perspective, Kühn et al (2018) employed an action video game to reduce depression symptoms, which may cause downfall in attention, memory, and rumination.…”
Section: Action Video Gamesmentioning
confidence: 99%