<p>Previous studies have focused on social, personality, emotional, and environmental factors associated with gaming and gaming disorder (GD) risk. However, little is still known about the relationship between cognitive functioning and GD in the context of playing action videogames. Consequently, the present study examined the association between gaming disorder, time spent playing&#xa0;action videogames, working memory capacity, and cognitive control. The sample comprised 527 active gamers (268 female gamers; M = 22.12&#xa0;years, SD = 2.84, age range: 18–38&#xa0;years). Gaming disorder was assessed using the Internet Gaming Disorder Scale Short-Form. The AX-CPT task assessed cognitive control in the Dual Mechanisms of Cognitive Control. The Operation Span Task and Symmetry Span Task assessed working memory capacity. The time spent playing videogames was evaluated using classifications presented in the Video Game Questionnaire. Results showed that gaming disorder was positively associated with time spent playing both&#xa0;action and non-action videogames. Also, action videogames were positively associated with working memory capacity and negatively associated with proactive cognitive control mode. The findings also showed a positive indirect effect of working memory capacity in the relationship between time spent playing action videogames and proactive cognitive control mode. The present study addressed a research gap regarding the relationship between videogame playing, gaming disorder, and gamers' cognitive functioning. The study's results also demonstrated possible oppositional effects between the time spent playing action games and proactive cognitive control mode.</p>

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Association Between Gaming Disorder, Action Videogames, Working Memory Capacity and Cognitive Control

  • Andrzej Cudo,
  • Natalia Kopiś-Posiej,
  • Emilia Zabielska-Mendyk,
  • Mark D. Griffiths

摘要

Previous studies have focused on social, personality, emotional, and environmental factors associated with gaming and gaming disorder (GD) risk. However, little is still known about the relationship between cognitive functioning and GD in the context of playing action videogames. Consequently, the present study examined the association between gaming disorder, time spent playing action videogames, working memory capacity, and cognitive control. The sample comprised 527 active gamers (268 female gamers; M = 22.12 years, SD = 2.84, age range: 18–38 years). Gaming disorder was assessed using the Internet Gaming Disorder Scale Short-Form. The AX-CPT task assessed cognitive control in the Dual Mechanisms of Cognitive Control. The Operation Span Task and Symmetry Span Task assessed working memory capacity. The time spent playing videogames was evaluated using classifications presented in the Video Game Questionnaire. Results showed that gaming disorder was positively associated with time spent playing both action and non-action videogames. Also, action videogames were positively associated with working memory capacity and negatively associated with proactive cognitive control mode. The findings also showed a positive indirect effect of working memory capacity in the relationship between time spent playing action videogames and proactive cognitive control mode. The present study addressed a research gap regarding the relationship between videogame playing, gaming disorder, and gamers' cognitive functioning. The study's results also demonstrated possible oppositional effects between the time spent playing action games and proactive cognitive control mode.