Analysis of psychomotor latency, spatial reasoning, and metabolic health markers in adolescent gamers: A comparative study of the impact of the confounding triad of sleep, diet, and screen modality.

IF 1.5 Q3 EDUCATION, SCIENTIFIC DISCIPLINES
Journal of Education and Health Promotion Pub Date : 2026-07-31 eCollection Date: 2026-01-01 DOI:10.4103/jehp.jehp_129_26
Saksham Shah, Reshu Gupta, Garvita Mathur
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引用次数: 0

Abstract

Background: The purpose of this research is to understand the complex relationships of the intensity of electronic gaming and the neurocognitive (Reaction Time, IQ, Spatial IQ) and bodily (BMI, Skinfolds, Visual Acuity) components. Of particular interest was stating for the first time the novelty of the 'Confounding Triad' of sleep, food (caloric) gaming, and the specific screen type of the gaming interface.

Materials and methods: A comparative cross-sectional study was carried out on a stratified random sample of 200 male adolescents (ages 13 to 21) from northern India. Participants were stratified into gamers (≥5 hours/week, n = 122) and non-gamers (<5 hours/week, n = 78). The psychomotor speed was measured using a digital Audio-Visual Reaction Timer, IQ was measured using the Stanford-Binet Intelligence Scale, and Spatial Quotient via online standardized battery, while subcutaneous adiposity was measured using Harpenden skinfold calipers. The confounders were measured using the Pittsburgh Sleep Quality Index (PSQI), a 24-hour dietary recall, and Non-Gaming Screen Time (NGST) logs. Mann-Whitney U tests were used for group comparisons, and Generalized Linear Models (GLM) and Analysis of Covariance (ANCOVA) were used to determine independent effects.

Results: Compared to non-gamers, gamers displayed faster rates across Auditory, Visual, and Aim Reaction Times (P < 0.001) and better Spatial Quotient (P = 0.001). The GLM for Visual Reaction Time demonstrated a dose-dependent improvement for hours spent playing games (β = -2.15, P < 0.001) that was present even when considering the negative effect on performance from poor sleep (β = +4.35 per unit increase in PSQI, P < 0.001). Gaming status was significant for the ANCOVA for skinfold thickness (P = 0.035), but dietary caloric intake was the more important variable (η 2 = 0.19, P < 0.001). No significant difference was found in IQ (P = 0.36) or in visual acuity.

Conclusion: The findings indicate that regular practice of interactive gaming provides players with better cognitive and psychomotor skills, even when sleep deprivation is considered. With that said, dietary surplus imposes greater metabolic hazards than gaming behaviors. Therefore, health interventions are encouraged not only to regulate gaming hours but to prioritize the teaching of digital hygiene.

青少年游戏玩家的精神运动潜伏期、空间推理和代谢健康指标分析:睡眠、饮食和屏幕模式的混杂三因素影响的比较研究
背景:本研究的目的是了解电子游戏强度与神经认知(反应时间、智商、空间智商)和身体(BMI、皮肤褶皱、视力)成分之间的复杂关系。特别有趣的是,他首次陈述了睡眠、食物(热量)游戏和游戏界面的特定屏幕类型的“混淆三合一”的新颖性。材料和方法:对来自印度北部的200名男性青少年(13至21岁)进行分层随机抽样的比较横断面研究。参与者被分为游戏玩家(≥5小时/周,n = 122)和非游戏玩家(n = 78)。精神运动速度采用数字视听反应计时器测量,智商采用斯坦福-比奈智力量表测量,空间商采用在线标准化电池测量,皮下脂肪使用Harpenden皮褶卡尺测量。使用匹兹堡睡眠质量指数(PSQI)、24小时饮食回忆和非游戏屏幕时间(NGST)日志来测量这些混杂因素。采用Mann-Whitney U检验进行组间比较,采用广义线性模型(GLM)和协方差分析(ANCOVA)确定独立效应。结果:与非游戏玩家相比,游戏玩家在听觉、视觉和目标反应时间上的反应速度更快(P < 0.001),空间商表现更好(P = 0.001)。视觉反应时间的GLM显示了玩游戏时间的剂量依赖性改善(β = -2.15, P < 0.001),即使考虑到睡眠不足对表现的负面影响(β = +4.35 /单位PSQI增加,P < 0.001)。游戏状态对皮褶厚度的ANCOVA有显著影响(P = 0.035),但饮食热量摄入是更重要的变量(η 2 = 0.19, P < 0.001)。两组在智商和视力方面无显著差异(P = 0.36)。结论:研究结果表明,即使在睡眠不足的情况下,经常玩互动游戏也能提高玩家的认知和精神运动技能。也就是说,比起游戏行为,饮食过剩会带来更大的代谢危害。因此,鼓励采取健康干预措施,不仅要规范游戏时间,还要优先考虑数字卫生教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.60
自引率
21.40%
发文量
218
审稿时长
34 weeks
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