Electronic games and executive function of university students
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Estudos de Psicologia (Campinas) |
Texto Completo: | https://periodicos.puc-campinas.edu.br/estpsi/article/view/7452 |
Resumo: | Electronic games, were driven by the widespread use of interactive digital technologies, wich became popular among young people who incorporate it into their daily lives. The Brazilian’s university students, whose the majority is young, were asked about the use frequency their use of video games and these interactive technologies in an attempt to establish associations between the use of electronic games and the executive functions related to attention and problem-solving ability. These functions are evaluated by participants trough behaviors described that can be as indicators related to attention and problem solving. The sample was composed by 620 students from 15-61 years (143 men and 457 women) from seven Brazilian states who answered an online questionnaire. The results point to an association between the frequency of the use of electronic games and attention, especially related to the ability to do more than one task at the same time and the fact that they priorize the accuracy rather than speed. From this, it is inferred to conclude that electronic games are constituted as an interactive and immersive experience that can influence the performance of various cognitive abilities in this population. |
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Electronic games and executive function of university studentsJogos eletrônicos e funções executivas de universitáriosAttentionComputer gamesMental processesProblem solvingAtençãoJogos de vídeoProcessos cognitivosResolução de problemasElectronic games, were driven by the widespread use of interactive digital technologies, wich became popular among young people who incorporate it into their daily lives. The Brazilian’s university students, whose the majority is young, were asked about the use frequency their use of video games and these interactive technologies in an attempt to establish associations between the use of electronic games and the executive functions related to attention and problem-solving ability. These functions are evaluated by participants trough behaviors described that can be as indicators related to attention and problem solving. The sample was composed by 620 students from 15-61 years (143 men and 457 women) from seven Brazilian states who answered an online questionnaire. The results point to an association between the frequency of the use of electronic games and attention, especially related to the ability to do more than one task at the same time and the fact that they priorize the accuracy rather than speed. From this, it is inferred to conclude that electronic games are constituted as an interactive and immersive experience that can influence the performance of various cognitive abilities in this population.Os jogos eletrônicos, impulsionados pelo largo uso de tecnologias digitais interativas, popularizaram-se entre os jovens, que os incorporam em suas rotinas de vida. Os universitários das licenciaturas de universidades brasileiras, cuja maioria é de jovens, foram questionados sobre a frequência de uso dessas tecnologias interativas, na tentativa de se estabelecerem associações entre o uso de jogos eletrônicos e as funções executivas relacionadas à atenção e à capacidade de resolução de problemas. Essas funções foram avaliadas pelos participantes a partir de comportamentos descritos, tomados como indicativos relacionados à atenção e à resolução de problemas. A amostra foi composta por 620 universitários de 15 a 61 anos (143 homens e 457 mulheres) de sete Estados brasileiros, que responderam a um questionário online. Os resultados apontaram uma associação entre a frequência do uso dos jogos eletrônicos e a atenção, especialmente em relação à habilidade dos participantes em conseguirem fazer mais de uma tarefa ao mesmo tempo e, também, ao fato de priorizarem a precisão em vez da rapidez. A partir disso, infere-se que os jogos eletrônicos constituem uma experiência interativa e imersiva que pode influenciar o desempenho e o exercício de várias habilidades cognitivas.Núcleo de Editoração - PUC-Campinas2023-02-16info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.puc-campinas.edu.br/estpsi/article/view/7452Psychological Studies; Vol. 35 No. 2 (2018): Estudos de Psicologia (Campinas)Estudos de Psicologia; Vol. 35 Núm. 2 (2018): Estudos de Psicologia (Campinas)Estudos de Psicologia; v. 35 n. 2 (2018): Estudos de Psicologia (Campinas)1982-0275reponame:Estudos de Psicologia (Campinas)instname:Pontifícia Universidade Católica de Campinas (PUC-CAMPINAS)instacron:PUC_CAMPporhttps://periodicos.puc-campinas.edu.br/estpsi/article/view/7452/5006Copyright (c) 2023 Daniela Karine RAMOS, Fernanda Cerveira Abuana Osório FRONZA, Fernando Luiz CARDOSOhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccess RAMOS, Daniela KarineFRONZA, Fernanda Cerveira Abuana OsórioCARDOSO, Fernando Luiz2023-02-16T12:32:07Zoai:ojs.periodicos.puc-campinas.edu.br:article/7452Revistahttps://seer.sis.puc-campinas.edu.br/seer/index.php/estudosPRIhttps://seer.sis.puc-campinas.edu.br/seer/index.php/estudos/oaisbi.ne_estpsi@puc-campinas.edu.br||estudosdepsicologia@puc-campinas.edu.br||psychologicalstudies@puc-campinas.edu.br1982-02750103-166Xopendoar:2023-02-16T12:32:07Estudos de Psicologia (Campinas) - Pontifícia Universidade Católica de Campinas (PUC-CAMPINAS)false |
dc.title.none.fl_str_mv |
Electronic games and executive function of university students Jogos eletrônicos e funções executivas de universitários |
title |
Electronic games and executive function of university students |
spellingShingle |
Electronic games and executive function of university students RAMOS, Daniela Karine Attention Computer games Mental processes Problem solving Atenção Jogos de vídeo Processos cognitivos Resolução de problemas |
title_short |
Electronic games and executive function of university students |
title_full |
Electronic games and executive function of university students |
title_fullStr |
Electronic games and executive function of university students |
title_full_unstemmed |
Electronic games and executive function of university students |
title_sort |
Electronic games and executive function of university students |
author |
RAMOS, Daniela Karine |
author_facet |
RAMOS, Daniela Karine FRONZA, Fernanda Cerveira Abuana Osório CARDOSO, Fernando Luiz |
author_role |
author |
author2 |
FRONZA, Fernanda Cerveira Abuana Osório CARDOSO, Fernando Luiz |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
RAMOS, Daniela Karine FRONZA, Fernanda Cerveira Abuana Osório CARDOSO, Fernando Luiz |
dc.subject.por.fl_str_mv |
Attention Computer games Mental processes Problem solving Atenção Jogos de vídeo Processos cognitivos Resolução de problemas |
topic |
Attention Computer games Mental processes Problem solving Atenção Jogos de vídeo Processos cognitivos Resolução de problemas |
description |
Electronic games, were driven by the widespread use of interactive digital technologies, wich became popular among young people who incorporate it into their daily lives. The Brazilian’s university students, whose the majority is young, were asked about the use frequency their use of video games and these interactive technologies in an attempt to establish associations between the use of electronic games and the executive functions related to attention and problem-solving ability. These functions are evaluated by participants trough behaviors described that can be as indicators related to attention and problem solving. The sample was composed by 620 students from 15-61 years (143 men and 457 women) from seven Brazilian states who answered an online questionnaire. The results point to an association between the frequency of the use of electronic games and attention, especially related to the ability to do more than one task at the same time and the fact that they priorize the accuracy rather than speed. From this, it is inferred to conclude that electronic games are constituted as an interactive and immersive experience that can influence the performance of various cognitive abilities in this population. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-02-16 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.puc-campinas.edu.br/estpsi/article/view/7452 |
url |
https://periodicos.puc-campinas.edu.br/estpsi/article/view/7452 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://periodicos.puc-campinas.edu.br/estpsi/article/view/7452/5006 |
dc.rights.driver.fl_str_mv |
https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Núcleo de Editoração - PUC-Campinas |
publisher.none.fl_str_mv |
Núcleo de Editoração - PUC-Campinas |
dc.source.none.fl_str_mv |
Psychological Studies; Vol. 35 No. 2 (2018): Estudos de Psicologia (Campinas) Estudos de Psicologia; Vol. 35 Núm. 2 (2018): Estudos de Psicologia (Campinas) Estudos de Psicologia; v. 35 n. 2 (2018): Estudos de Psicologia (Campinas) 1982-0275 reponame:Estudos de Psicologia (Campinas) instname:Pontifícia Universidade Católica de Campinas (PUC-CAMPINAS) instacron:PUC_CAMP |
instname_str |
Pontifícia Universidade Católica de Campinas (PUC-CAMPINAS) |
instacron_str |
PUC_CAMP |
institution |
PUC_CAMP |
reponame_str |
Estudos de Psicologia (Campinas) |
collection |
Estudos de Psicologia (Campinas) |
repository.name.fl_str_mv |
Estudos de Psicologia (Campinas) - Pontifícia Universidade Católica de Campinas (PUC-CAMPINAS) |
repository.mail.fl_str_mv |
sbi.ne_estpsi@puc-campinas.edu.br||estudosdepsicologia@puc-campinas.edu.br||psychologicalstudies@puc-campinas.edu.br |
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