Video game interaction related to increased present attention in college students
DOI:
https://doi.org/10.1590/1982-4327e3202Keywords:
Computer games, Attention, Self perception, College studentsAbstract
Action video games require a high level of attention and almost automatic psychomotor reactions from the player. Therefore, this study aims to verify the relationship between the amount of hours of interaction with action video games and private self-awareness and attention to the present moment. In total, 1,315 college students were recruited (M = 21.6 years; SD = 2.7), who responded to the Digital Entertainment and Information Use Questionnaire, the Self-Reflection and Insight Scale, and the Full Attention and Awareness Scale. Statistical analysis (Kruskal-Wallis and Dunn’s Post-Hoc Tests) indicated a relationship between hours of video game interaction, attention to the present, and self-reflection. It is concluded that playing action video games regularly and for a certain period of time is related to a lower predisposition to turn attention to oneself and to lower impulsivity, but to a higher disposition to focus on everyday experiences (attention to the present).
Downloads
References
Azizi, E., Abel, L. A., & Stainer, M. J. (2017). The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes. Attention, Perception, & Psychophysics, 79(2), 484-497. doi:10.3758/s13414-016-1256-7
Barros, V. V. D., Kozasa, E. H., Souza, I. C. W. D., & Ronzani, T. M. (2014). Validity evidence of the Brazilian version of the Five Facet Mindfulness Questionnaire (FFMQ). Psicologia: Teoria e Pesquisa, 30(3), 317-327. doi: 10.1590/S0102-37722014000300009
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological Bulletin, 144(1), 77-110. doi:10.1037/bul0000130
Bilevicius, E., Smith, S. D., & Kornelsen, J. (2018). Resting-state network functional connectivity patterns associated with the Mindful Attention Awareness Scale. Brain Connectivity, 8(1), 40-48. doi:1089/brain.2017.0520
Brown, K. W., & Ryan, R. M. (2003). The benefits of being present: Mindfulness and its role in psychological well-being. Journal of Personality and Social Psychology, 84(4), 822-848. doi:10.1037/0022-3514.84.4.822
Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, W. J., Green, C. S., & Bavelier, D. (2016). Technology consumption and cognitive control: Contrasting action video game experience with media multitasking. Attention, Perception, & Psychophysics, 78(1), 218-241. doi:10.3758/s13414-015-0988-0
Cacioppe, R. L. (2017). Integral mindflow: A process of mindfulness-in-flow to enhance individual and organization learning. Learning Organization, 24(6), 408-417. doi:10.1108/TLO-06-2017-0063
Chen, Q., Chen, X., He, X., Wang, L., Wang, K., & Qiu, B. (2016). Aberrant structural and functional connectivity in the salience network and central executive network circuit in schizophrenia. Neuroscience Letters, 627, 178-184. doi:10.1016/j.neulet.2016.05.035
DaSilveira, A. C., DeCastro, T. G., & Gomes, W. B. (2012). Escala de Autorreflexão e Insight: Nova medida de autoconsciência adaptada e validada para adultos brasileiros [Self-Reflection and Insight Scale: New self-consciousness measure adapted and validated to brazilian adults]. Psico, 43(2), 155-162. Retrieved from https://revistaseletronicas.pucrs.br/ojs/index.php/revistapsico/article/view/11693/8039
DaSilveira, A. C., DeSouza, M. L., & Gomes, W. B. (2015). Self-consciousness concept and assessment in self-report measures. Frontiers in Psychology, 6, 930. doi:10.3389/fpsyg.2015.00930
Eysenck, M. W., & Keane, M. T. (2017). Manual de psicologia cognitiva [Cognitive psychology: A student’s handbook] (J. F. M. Dorvillé & S. M. M. Rosa, Trans., 7th ed.). Porto Alegre, RS: Artmed.
Föcker, J., Cole, D., Beer, A. L., & Bavelier, D. (2018). Neural bases of enhanced attentional control: Lessons from action video game players. Brain and Behavior, 8(7), e01019. doi:10.1002/brb3.1019
Fortenbaugh, F. C., DeGutis, J., & Esterman, M. (2017). Recent theoretical, neural, and clinical advances in sustained attention research. Annals of the New York Academy of Sciences, 1396(1), 70-91. doi: 10.1111/nyas.13318
Funder, D. C., & Ozer, D. J. (2019). Evaluating effect size in psychological research: Sense and nonsense. Advances in Methods and Practices in Psychological Science, 2(2), 156-168. doi:10.1177/2515245919847202
Gong, D., He, H., Ma, W., Liu, D., Huang, M., Dong, L., …Yao, D. (2016). Functional integration between salience and central executive networks: A role for action video game experience. Neural Plasticity, 2016, 9803165. doi:10.1155/2016/9803165
Gong, D., Ma, W., Gong, J., He, H., Dong, L., Zhang, D., … & Yao, D. (2017). Action video game experience related to altered large-scale white matter networks. Neural Plasticity, 2017, 7543686. doi:10.1155/2017/7543686
Grant, A. M., Franklin, J., & Langford, P. (2002). The Self-Reflection and Insight Scale: A new measure of private self-consciousness. Social Behavior and Personality, 30(8), 821-836. doi:10.2224/sbp.2002.30.8.821
Han, D. H., Bolo, N., Daniels, M. A., Arenella, L., Lyoo, I. K., & Renshaw, P. F. (2011). Brain activity and desire for Internet video game play. Comprehensive Psychiatry, 52(1), 88-95. doi:10.1016/j.comppsych.2010.04.004
Harrington, R., & Loffredo, D. A. (2010). Insight, rumination, and self-reflection as predictors of well-being. The Journal of psychology, 145(1), 39-57. doi:10.1080/00223980.2010.528072
Kozhevnikov, M., Li, Y., Wong, S., Obana, T., & Amihai, I. (2018). Do enhanced states exist? Boosting cognitive capacities through an action video-game. Cognition, 173, 93-105. doi:10.1016/j.cognition.2018.01.006
Leal, C. K. N., Faria, G. G. B., & DeSouza, M. L. (2019). Private self-consciousness, self-reflection, insight and alcohol consumption among young people and adults. Psico-USF, 24(4), 633-644. doi:10.1590/1413-82712019240403
Murphy, J. W., Foxe, J. J., & Molholm, S. (2016). Neuro‐oscillatory mechanisms of intersensory selective attention and task switching in school‐aged children, adolescents and young adults. Developmental Science, 19(3), 469-487. doi: 10.1111/desc.12316
Scott-Hamilton, J., Schutte, N. S., & Brown, R. F. (2016). Effects of a mindfulness intervention on sports‐anxiety, pessimism, and flow in competitive cyclists. Applied Psychology: Health and Well‐Being, 8(1), 85-103. doi:10.1111/aphw.12063
Sioux (2021). Pesquisa Game Brasil 2021. Recuperado de https://www.pesquisagamebrasil.com.br/pt/ebooks/
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Regarding the availability of contents, Paideia adopts the Creative Commons License, CC-BY. With this licence anyone is allowed to copy and redistribute the material in any medium or format, as well as to remix, transform, and create from the material for any purpose, even commercial, giving the proper copyright credits to the journal, providing a link to the licence and indicating if changes have been made.
Partial reproduction of other publications
Quotations of more than 500 words, reproductions of one or more figures, tables or other illustrations must have written permission from the copyright holder of the original work for the reproduction specified in the Paidéia journal. Permission should be addressed to the author of the submitted manuscript. Secondarily obtained rights will not be transferred under any circumstance.