Cited by 33Impact of Technology on AdolescentsDigital Games and MediaEducational Games and Gamification

Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students

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Alsaad, Fatimah, Binkhamis, Lujain, Alsalman, Amal, Alabdulqader, Njood, Alamer, Mashael, Abualait, Turki, Khalil, Mohamed S, Al Ghamdi, Kholoud S·2022·Psychology Research and Behavior Management

Abstract

BACKGROUND: Recently, there has been an increase in the prevalence of action video gaming among adolescents and young adults. This has made video gaming a topic of interest for behavioral and higher brain cognitive function researchers. The present study investigated the impact and consequences of action video gaming on human behavior-specifically, attention, anxiety levels, and sleep patterns. OBJECTIVE: The study aimed to investigate the potential associations between action video gaming and attention, anxiety, and sleep. METHODS: Recruited participants (N = 97) were asked to independently complete an online questionnaire consisting of 4 sections: demographic data, gaming behavior, 8-item Epworth Sleepiness Scale, and 7-item Generalized Anxiety Disorders Scale. Participants were further divided into 2 groups (expert and non-expert video gamers) based on the number of hours they spent on action video games. After completing the questionnaires, the patients attended an on-site session, where they completed a validated psychological online battery test that assessed their sustained attention. RESULTS: The mean age of the participants was 21 years. There was a significant difference in attention between expert and non-expert video gamers; when exposed to stimuli, expert gamers displayed significantly shorter reaction times than the non-expert gamers (p < 0.05). Both groups showed a non-significant decrease in attention span throughout time. The data demonstrated no statistically significant difference in anxiety levels or daytime sleepiness between expert and non-expert video gamers, and minimal to mild anxiety levels were reported in most expert and non-expert gamers. CONCLUSION: Expert video gamers were significantly more attentive compared to non-expert gamers, and most participants showed low levels of generalized anxiety. Accordingly, expanding our knowledge on the effects of action video games on attention span is important for creatively using games in the field of education, especially for those who suffer from attention deficit hyperactivity disorders.

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  • 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].”

    From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [31]

    The Results (Gaming and Attention; page unavailable) report faster reaction times for expert than non-expert gamers, supporting the processing-speed portion. But the Methods (Participants; page unavailable) describe adults aged 18–26 who all played games, not adolescents gaming a moderate amount compared with non-gamers. The Discussion (page unavailable) explicitly finds no advantage in sustained attention for expert gamers. (LLM, conf=0.90)

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  1. [17]Packard A, Bautista R, Smotherman C, Gautham S. Gender differences in Epworth Sleepiness Scale revealed by paired patient–spouse scoring. Epilepsy Behav. 2021; 114: (Pt A):107272. doi: 10.1016/j.yebeh.2020.207272 32651121 · DOI

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Authors
Alsaad, F., Binkhamis, L., Alsalman, A., Alabdulqader, N., Alamer, M., Abualait, T., Khalil, M. S., & Al Ghamdi, K. S.
Affiliations
Imam Abdulrahman Bin Faisal University (SA)
Corresponding author
Alabdulqader, Njood
Venue
Psychology Research and Behavior Management
Published
2022-01
Volume
Volume 15
Pages
151-160
ISSN
1179-1578 (ISSN-L)
OpenAlex
W4205953723
Cited by
33
References
35
Citations by year
2026: 4 · 2025: 10 · 2024: 9 · 2023: 9 · 2022: 1
FWCI
10.43
Type
journal article
Language
en
Open access
Locations
  • Psychology Research and Behavior Management (publishedVersion, cc-by-nc)
  • PubMed Central (publishedVersion, cc-by-nc)
  • PubMed (publishedVersion)
  • Dove Medical Press (Taylor and Francis Group) (submittedVersion, cc-by-nc)
Funders
Imam Abdulrahman Bin Faisal University
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
action video games, gaming behavior, sustained attention, generalized anxiety disorder, daytime sleepiness, sleep patterns, university students, reaction time, attention deficit hyperactivity disorder

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