Acute effects of physically active versus inactive video game play on executive functioning skills in children

Rachel M. Flynn
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引用次数: 1

Abstract

Video games, especially the newest technologies, are prevalent and popular activities for children. However, few studies have explored the benefits of playing these games on cognition. The aim of my dissertation research is to investigate how cognitive engagement and physical activity in active versus inactive video game play influences short-term effects on executive functioning (EF) skills for children ages 6 to 11. Research has found that certain activities temporarily boost executive functioning skills. Studies with adults and undergraduates have found that video game play increases selective attention and inhibition. In addition, empirical research has demonstrated that aerobic activity can enhance executive functioning after a 30-minute bout of exercise. Therefore, exergames, physically active video games, may have the most potential to impact executive functioning skills based on the combination of exercise and cognitively engaging video game play. The research will examine differences in executive functioning immediately after game play. There will be four conditions: a non-playing control, an exercise condition, an exergame condition, and sedentary video game condition. One hundred forty participants ages 6 to 11 years old will be tested in pre- and posttest on three different executive functioning tasks. An ANOVA with repeated planned contrasts will examine the hypothesis that the children in the exergame condition will have significantly greater improvement in EF than children in the non-playing control, exercise or sedentary video game conditions.
活跃与不活跃的电子游戏对儿童执行功能技能的急性影响
电子游戏,尤其是最新的科技,是孩子们普遍和受欢迎的活动。然而,很少有研究探索玩这些游戏对认知的好处。我的论文研究的目的是调查认知参与和身体活动在积极和不积极的电子游戏中如何影响6至11岁儿童执行功能(EF)技能的短期影响。研究发现,某些活动可以暂时提高执行能力。对成年人和大学生的研究发现,玩电子游戏会增加选择性注意力和抑制力。此外,实证研究表明,在30分钟的运动后,有氧运动可以增强执行功能。因此,exergames,体力活动的电子游戏,可能最有可能影响执行功能技能,这是基于锻炼和认知参与电子游戏的结合。这项研究将检验玩完游戏后执行功能的差异。有四种情况:不玩游戏的对照组、运动状态、运动状态和久坐不动的视频游戏状态。140名6至11岁的参与者将在三个不同的执行功能任务的前测试和后测试中接受测试。重复计划对比的方差分析将检验在游戏条件下的儿童比在非游戏控制、运动或久坐视频游戏条件下的儿童在EF方面有显著更大的改善的假设。
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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