Association between video gaming time and cognitive functions: A cross-sectional study of Chinese children and adolescents

被引:5
|
作者
Hong, Jiangyue [1 ]
Su, Yi [1 ]
Wang, Jinghan [1 ]
Xu, Xuejing [2 ]
Qu, Wei [1 ]
Fan, Hongzhen [1 ]
Tan, Yunlong [1 ]
Wang, Zhiren [1 ]
Zhao, Yanli [1 ]
Tan, Shuping [1 ]
机构
[1] Peking Univ, Beijing Huilongguan Hosp, Huilonguan Clin Med Sch, Psychiat Res Ctr, Beijing, Peoples R China
[2] Temple Univ, Philadelphia, PA 19122 USA
基金
北京市自然科学基金;
关键词
Adolescents; video games; cognitive functions; Children; EMOTION RECOGNITION; WORKING-MEMORY; ABILITY; EXPRESSIONS; PERFORMANCE; IMPROVEMENT; BENEFITS; SKILLS;
D O I
10.1016/j.ajp.2023.103584
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
This study sought to explore relationships between video gaming time and cognitive functioning in children and adolescents to provide a scientific reference for a reasonable time range of game use. A total of 649 participants aged 6-18 years were recruited through an online survey using convenience sampling. We used a combination of multiple linear regression models, smoothing splines, piecewise linear regression models, and log-likelihood ratio tests to comprehensively analyze the linear and nonlinear relationships between video gaming time and cognitive functions. Neurocognitive functioning was assessed using the digit symbol test, spatial span back test, Stroop task, and Wisconsin card sorting test. Facial and voice emotion recognition tests were used to evaluate social cognitive functioning. Video gaming time had a saturation effect on improving correct answers to the digit symbol test, which means that performance did not increase with increasing video gaming time when the video gaming duration reached 20 h/week (adjusted beta =-0.58; 95% CI:-1.22, 0.05). Furthermore, both the rela-tionship between video gaming time and the Wisconsin Card Sorting Test and the facial emotion recognition score showed a threshold effect. The completed categories of the Wisconsin Card Sorting Test began to decline after 17 h/week of playtime, and a decline in facial emotion recognition occurred after playing video games for over 20 h/week. These results suggest that children and adolescents should restrict their video gaming time to within a certain range, which could help reduce the negative effects of video games and retain their positive effects.
引用
收藏
页数:7
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