{"title":"How Long Is Too Long? Effects of Mobile Game Duration on Stress and Cognitive Function by Gender.","authors":"Amornpan Ajjimaporn, Preawpan Buaprapahn, Premika Senwandee, Nichanan Sirisoonthorn, Pasutha Chalermthamrong, Papatsorn Ramyarangsi","doi":"10.70252/IJES2026503","DOIUrl":null,"url":null,"abstract":"<p><p>Mobile gaming is widely popular among young adults; however, its effects on stress and cognitive function across different play durations and genders remain unclear. This study examined the acute effects of mobile gaming session duration on heart rate (HR), stress, selective attention, and visual short-term memory (VSM) in male and female university students playing Realm of Valor (ROV), a popular multiplayer online battle arena game. Twenty recreational ROV players (10 males, 10 females; aged 20-22 years) completed a randomized crossover trial involving two remotely supervised gaming sessions: three games (~1 hour) and seven games (~3 hours), separated by a 7-day washout period. Participants played in consistent teams from their home environments. HR, stress (Suanprung Stress Test-20), selective attention (Stroop Color and Word Test), and VSM (CogniFit task) were assessed before and after each session using standardized, investigator-monitored protocols. HR increased significantly following both gaming sessions, with no difference between durations. Stress levels increased only after the seven-game session, with females exhibiting greater increases than males. Selective attention improved after three games but not after seven, with greater gains observed in the shorter session. VSM accuracy and response time did not differ significantly between gaming durations. These findings suggest that short-duration mobile gaming may enhance attentional performance with minimal stress, whereas prolonged play increases stress, particularly in females, and diminishes cognitive benefits.</p>","PeriodicalId":14171,"journal":{"name":"International journal of exercise science","volume":"19 5","pages":"5003"},"PeriodicalIF":0.0000,"publicationDate":"2026-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13075561/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International journal of exercise science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.70252/IJES2026503","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/1/1 0:00:00","PubModel":"eCollection","JCR":"Q1","JCRName":"Health Professions","Score":null,"Total":0}
引用次数: 0
Abstract
Mobile gaming is widely popular among young adults; however, its effects on stress and cognitive function across different play durations and genders remain unclear. This study examined the acute effects of mobile gaming session duration on heart rate (HR), stress, selective attention, and visual short-term memory (VSM) in male and female university students playing Realm of Valor (ROV), a popular multiplayer online battle arena game. Twenty recreational ROV players (10 males, 10 females; aged 20-22 years) completed a randomized crossover trial involving two remotely supervised gaming sessions: three games (~1 hour) and seven games (~3 hours), separated by a 7-day washout period. Participants played in consistent teams from their home environments. HR, stress (Suanprung Stress Test-20), selective attention (Stroop Color and Word Test), and VSM (CogniFit task) were assessed before and after each session using standardized, investigator-monitored protocols. HR increased significantly following both gaming sessions, with no difference between durations. Stress levels increased only after the seven-game session, with females exhibiting greater increases than males. Selective attention improved after three games but not after seven, with greater gains observed in the shorter session. VSM accuracy and response time did not differ significantly between gaming durations. These findings suggest that short-duration mobile gaming may enhance attentional performance with minimal stress, whereas prolonged play increases stress, particularly in females, and diminishes cognitive benefits.
手机游戏在年轻人中广受欢迎;然而,它对压力和认知功能的影响在不同的游戏持续时间和性别仍然不清楚。本研究考察了手机游戏时长对玩《英勇王国》(ROV)的男女大学生的心率(HR)、压力、选择性注意力和视觉短期记忆(VSM)的急性影响。20名娱乐性ROV玩家(10名男性,10名女性,年龄在20-22岁之间)完成了一项随机交叉试验,其中包括两个远程监督的游戏会话:3个游戏(约1小时)和7个游戏(约3小时),间隔7天的洗脱期。参与者在他们的家庭环境中组成了一致的团队。采用标准化的研究者监测方案,在每次会话前后评估HR、压力(Suanprung stress Test-20)、选择性注意(Stroop Color and Word Test)和VSM (CogniFit task)。人力资源在两个游戏阶段后都显著增加,持续时间之间没有差异。压力水平只在七场游戏之后才增加,女性的增加幅度大于男性。选择性注意力在三场比赛后有所提高,但在七场比赛后没有提高,在较短的比赛中观察到更大的提高。VSM的准确性和反应时间在游戏持续时间之间没有显著差异。这些发现表明,短时间的手机游戏可以在压力最小的情况下提高注意力表现,而长时间的游戏则会增加压力,尤其是对女性来说,并降低认知益处。