Pong, Super Mario, Minecraft; to click or not to click

Arya Nahavandi, M. Myaing, Kyawt K Ayee
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Abstract

The goal of this short review article is to simply highlight the correlating trends between video games and cognitive brain function. The conclusion of this paper was found by diving into rapidly growing variables of the video game industry. We tracked the gaming industry’s history and development, then conducted a simple comparative analysis of data gathered on illnesses such as hypertension, diabetes, and stroke in comparison to the growth of the video game industry to dementia. A cross comparative analysis of a variety of papers and statistics (all listed below), was done in order to establish credible backing behind our findings and conclusion
乒乓球,超级马里奥,我的世界;单击或不单击
这篇简短的评论文章的目的是简单地强调电子游戏和认知大脑功能之间的相关趋势。本文的结论是通过深入研究电子游戏行业快速增长的变量而得出的。我们追踪了游戏行业的历史和发展,然后对收集到的高血压、糖尿病和中风等疾病的数据进行了简单的比较分析,并将其与电子游戏行业发展到痴呆症的数据进行了比较。为了在我们的发现和结论背后建立可信的支持,我们对各种论文和统计数据(全部列在下面)进行了交叉比较分析
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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