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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review.
Pediatr Rep. 2021 Jul 14; 13(3):401-415.PR

Abstract

A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other.

Authors+Show Affiliations

Department of Psychology, Educational Science and Human Movement, University of Palermo, 90128 Palermo, Italy.Department of Psychology, Educational Science and Human Movement, University of Palermo, 90128 Palermo, Italy.Department of Psychology, Educational Science and Human Movement, University of Palermo, 90128 Palermo, Italy.Department of Psychology, Educational Science and Human Movement, University of Palermo, 90128 Palermo, Italy.

Pub Type(s)

Journal Article
Review

Language

eng

PubMed ID

34287345

Citation

Smirni, Daniela, et al. "The Playing Brain. the Impact of Video Games On Cognition and Behavior in Pediatric Age at the Time of Lockdown: a Systematic Review." Pediatric Reports, vol. 13, no. 3, 2021, pp. 401-415.
Smirni D, Garufo E, Di Falco L, et al. The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatr Rep. 2021;13(3):401-415.
Smirni, D., Garufo, E., Di Falco, L., & Lavanco, G. (2021). The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. Pediatric Reports, 13(3), 401-415. https://doi.org/10.3390/pediatric13030047
Smirni D, et al. The Playing Brain. the Impact of Video Games On Cognition and Behavior in Pediatric Age at the Time of Lockdown: a Systematic Review. Pediatr Rep. 2021 Jul 14;13(3):401-415. PubMed PMID: 34287345.
* Article titles in AMA citation format should be in sentence-case
TY - JOUR T1 - The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review. AU - Smirni,Daniela, AU - Garufo,Elide, AU - Di Falco,Luca, AU - Lavanco,Gioacchino, Y1 - 2021/07/14/ PY - 2021/04/29/received PY - 2021/07/07/revised PY - 2021/07/12/accepted PY - 2021/7/21/entrez PY - 2021/7/22/pubmed PY - 2021/7/22/medline KW - COVID-19 lockdown KW - addiction behavior KW - adolescents KW - children KW - cognitive skills KW - playing video games SP - 401 EP - 415 JF - Pediatric reports JO - Pediatr Rep VL - 13 IS - 3 N2 - A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide suggestions for the correct management of VG practice. The method used searches through standardized search operators using keywords related to video games and the link with cognition, cognitive control and behaviors adopted during the pandemic. Ninety-nine studies were reviewed and included, whereas twelve studies were excluded because they were educationally irrelevant. Any debate on the effectiveness of VGs cannot refer to a dichotomous approach, according to which VGs are rigidly 'good' or 'bad'. VGs should be approached in terms of complexity and differentiated by multiple dimensions interacting with each other. SN - 2036-749X UR - https://www.unboundmedicine.com/medline/citation/34287345/The_Playing_Brain._The_Impact_of_Video_Games_on_Cognition_and_Behavior_in_Pediatric_Age_at_the_Time_of_Lockdown:_A_Systematic_Review. L2 - https://www.mdpi.com/resolver?pii=pediatric13030047 DB - PRIME DP - Unbound Medicine ER -
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