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Background: In the last decades, a very large body of literature has shown an increasing interest in video games (VGs) and the impact on the brain, and cognition, especially in adolescents. Aim: to examine the relation between video games usage and cognitive functions among adolescents. Research design: A descriptive correlational design was adopted to carry out this study. Setting: The study was conducted at two faculties (nursing and arts) at Zagazig University. Subjects: A convenience sampling of 384 studied adolescents from first academic year enrolled in 2021-2022. The tools: used for data collection were: Socio-demographic data sheet, Playing Electronic Games Scale and Mindfulness Attention Awareness Scale (MAAS). Results: of the current study revealed that nearly two fifths of the studied adolescents had medium video gaming usage level. Also, more than two thirds of the studied adolescents had medium cognitive functioning levels. there was a negative significant correlation between video gaming and cognitive functions. Arts students had medium and high levels of video game usage and cognitive functions levels compared to nursing students. Also, female adolescents had medium and high levels of video games usage and cognitive functions levels more than male adolescents. Conclusions: the present study proven that video gaming usage had a statistically significant negative correlation with cognitive functioning levels. Also, there were statistically significant relations between cognitive functions and the duration of video games. The risk factors of video game usage and cognitive functions were arts students and female gender. Recommendations: Encouraging educational program for Zagazig University students to enhance the positive effects of video games on cognitive functions. Designing scientific video games that develop computer skills and cognitive skills among adolescents in proportion to adolescents' mental and intellectual levels.
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International Journal of Science and Society
Emotional intelligence consists of self-awareness, self-regulation, self-motivation, self-empathy and social skills. Gaming disorder in adolescents can lead to self-concept disorder, depression, social dysfunction and even mental disorders. The systematic aim of this review is to identify the phenomenology of the impact of gaming disorder on adolescent emotional intelligence. The stages in making this systematic review create questions, identification, eligibility, article inclusion selection, screening, and appraisal in an international database that is Science Direct, ProQuest and PubMed. Selection was done with PRISMA flow-diagrams and criticized with the JBI tool. After obtaining 23 relevant articles, they are then analyzed into a systematic review. Gaming disorder is a problem of great concern in various countries. Gaming disorder is the main trigger affecting the emotional intelligence of adolescents today. The highest aspect resulting from gaming disorder is in the aspect of .
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