Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students
Open accessAbstract
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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Health Benefits of Video Games in Adolescents and Young Adults
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“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].”
- 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
- Publisher
- Informa UK Limited
- Published
- 2022-01
- Volume
- Volume 15
- Pages
- 151-160
- ISSN
- 1179-1578 (ISSN-L)
- PMC
- PMC8765604
- 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
- gold
- doi.org
- Licence
- 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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