Cited by 18Impact of Technology on AdolescentsChild Development and Digital TechnologyEducational Games and Gamification

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

Hong, Jiangyue, Su, Yi, Wang, Jinghan, Xu, Xuejing, Qu, Wei, Fan, Hongzhen, Tan, Yunlong, Wang, Zhiren +2 more·2023·Asian Journal of Psychiatry

Abstract

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 β = -0.58; 95% CI: -1.22, 0.05). Furthermore, both the relationship 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.

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Crossref · 10.1016/j.ajp.2023.103584

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53 of 53 references verified0 citation errors · 0 not checkable

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  • Excessive or prolonged gaming has been associated with a plateau or even decline in cognitive performance.

    “However, excessive or prolonged gaming has been associated with a plateau or even decline in cognitive performance [29], highlighting the importance of moderation.”
  • Adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers.

    “For example, adolescents who engage in video gaming for a moderate, consistent amount of time have been shown to exhibit greater processing speed and sustained attention compared to their non-gaming peers [29–31].”

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Authors
Hong, J., Su, Y., Wang, J., Xu, X., Qu, W., Fan, H., Tan, Y., Wang, Z., Zhao, Y., & Tan, S.
Affiliations
  • Peking University (CN)
  • Temple University (US)
Corresponding author
Tan, Yunlong
Venue
Asian Journal of Psychiatry
Publisher
Elsevier BV
Published
2023-06
Volume
84
Pages
103584
ISSN
1876-2018 (ISSN-L)
OpenAlex
W4365517432
Cited by
18
References
53
Citations by year
2026: 2 · 2025: 7 · 2024: 8 · 2023: 1
FWCI
7.77
Type
journal article
Language
en
Open access
closed
Locations
  • Asian Journal of Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • Natural Science Foundation of Beijing Municipality (7202072)
  • Beijing Municipal Science and Technology Commission (Z191100006619104)
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Education › Child Development and Digital Technology
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
video gaming, gaming time, cognitive function, children, adolescents, neurocognitive function, emotion recognition, digit symbol test, Stroop task, Wisconsin Card Sorting Test, spatial span, nonlinear dose-response relationship, threshold effects, saturation effects, screen time limits
MeSH terms
East Asian People, Adolescent, Child, Cognition, Cross-Sectional Studies, Humans, Surveys and Questionnaires, Video Games

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