Electronic games and executive function of university students

Detalhes bibliográficos
Autor(a) principal: RAMOS, Daniela Karine
Data de Publicação: 2023
Outros Autores: FRONZA, Fernanda Cerveira Abuana Osório, CARDOSO, Fernando Luiz
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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spelling 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
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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)
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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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