2021
DOI: 10.3390/pediatric13030047
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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review

Abstract: A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The… Show more

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Cited by 28 publications
(25 citation statements)
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References 133 publications
(187 reference statements)
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“…There is indeed some evidence that pandemic-related changes in lifestyle impact cognition (e.g., Fiorenzato et al, 2021 ; Okely et al, 2021 ). However, many of these studies did not record COVID-19 infection history ( Okely et al, 2021 ; Smirni et al, 2021 ) so it is difficult to ascertain to what degree these findings may have been related to COVID-19 infection. One study that did control for this ( Fiorenzato et al, 2021 ) identified significant declines in self-reported attention and executive function, however, showed reduced reports of forgetfulness compared with pre-lockdown.…”
Section: Discussionmentioning
confidence: 99%
“…There is indeed some evidence that pandemic-related changes in lifestyle impact cognition (e.g., Fiorenzato et al, 2021 ; Okely et al, 2021 ). However, many of these studies did not record COVID-19 infection history ( Okely et al, 2021 ; Smirni et al, 2021 ) so it is difficult to ascertain to what degree these findings may have been related to COVID-19 infection. One study that did control for this ( Fiorenzato et al, 2021 ) identified significant declines in self-reported attention and executive function, however, showed reduced reports of forgetfulness compared with pre-lockdown.…”
Section: Discussionmentioning
confidence: 99%
“…Overall, research agrees that any debate on the effects of video games cannot be addressed from a rigid dichotomous approach, according to which playing video games is good or bad. Instead, online gaming should be conceptualized as a continuum, depending on the time spent playing and the characteristics of both the individual and the game (i.e., content, context, structure, mechanics) [ 43 , 44 ]. In particular, the current investigation suggests that playing video games in moderation may be a helpful strategy to cope with stress, aversive emotions, and loneliness during a lockdown situation, especially those that encourage physical activity and social interactions [ 20 ].…”
Section: Discussionmentioning
confidence: 99%
“…On the other hand, setting restrictions on the time, place, and content of video games seem to be effective strategies to prevent or reduce symptoms in those children who developed addictive behaviors in this pandemic period [ 45 ]. Parents should also foster alternative avenues for social interaction, meaningful leisure activities, and a wider repertoire of interests among their offspring to maintain the right balance with offline activities in their daily routines [ 44 , 45 ]. Finally, it is important to ensure that young people have access to mental health resources and provide therapists with training on problematic media use to help them recover from the isolation and stress of the pandemic [ 42 ].…”
Section: Discussionmentioning
confidence: 99%
“…The internet offers the opportunity to engage in numerous online leisure activities, but, for some vulnerable individuals, these can become more than just entertainment and can lead to problematic behaviours (e.g., [6,73]). The present research identified several factors that may be associated with pathological gambling among online gamblers.…”
Section: Discussionmentioning
confidence: 99%