{"title":"From pixels to choices: Understanding the influence of video games on decision-making skills","authors":"A. Martínez-Maldonado","doi":"10.1016/j.entcom.2025.100953","DOIUrl":null,"url":null,"abstract":"<div><div>In recent years, the influence of the use of video games on cognition has been studied. However, there is no agreement on the way in which they affect processes such as decision making. Therefore, the aim of this paper is to study the impact of habitual video game use on decision making from a somatic marker perspective. For this study, a total of 46 healthy participants were recruited and grouped according to their frequency of video game use: Frequent Gamers Group (FG; n = 20) and Non-Gamers Group (NG; n = 26). The decision-making from the somatic marker perspective was assessed with the Iowa Gambling Task paradigm. Total task performance (TTP), decisions under conditions of ambiguity (DCA) and decisions under risk conditions (DRC) were analyzed using Student’s <em>t</em>-test for independent samples. After analyzing the results, it was observed that the FG group performed significantly better in the TTP and DCA variables compared to the NG group. The results could be reflecting how the habitual use of video games could be influencing the ability to make decisions. Hence, this seems to be produced by the anticipated establishment of the somatic marker under ambiguity conditions, which favors more advantageous decisions in general.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100953"},"PeriodicalIF":2.8000,"publicationDate":"2025-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000333","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
In recent years, the influence of the use of video games on cognition has been studied. However, there is no agreement on the way in which they affect processes such as decision making. Therefore, the aim of this paper is to study the impact of habitual video game use on decision making from a somatic marker perspective. For this study, a total of 46 healthy participants were recruited and grouped according to their frequency of video game use: Frequent Gamers Group (FG; n = 20) and Non-Gamers Group (NG; n = 26). The decision-making from the somatic marker perspective was assessed with the Iowa Gambling Task paradigm. Total task performance (TTP), decisions under conditions of ambiguity (DCA) and decisions under risk conditions (DRC) were analyzed using Student’s t-test for independent samples. After analyzing the results, it was observed that the FG group performed significantly better in the TTP and DCA variables compared to the NG group. The results could be reflecting how the habitual use of video games could be influencing the ability to make decisions. Hence, this seems to be produced by the anticipated establishment of the somatic marker under ambiguity conditions, which favors more advantageous decisions in general.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.