Publicación:
Effects of Nonaction Videogames on Attention and Memory in Young Adults

dc.contributor.authorEloisa Ruiz-Márquez
dc.contributor.authorPrieto Lara, Antonio
dc.contributor.authorMayas Arellano, Julia
dc.contributor.authorToril Barrera, Pilar
dc.contributor.authorReales Avilés, José Manuel
dc.contributor.authorBallesteros, Soledad
dc.date.accessioned2025-01-13T15:10:15Z
dc.date.available2025-01-13T15:10:15Z
dc.date.issued2019-11-26
dc.descriptionThis is an Accepted Manuscript of an article published by Mary Ann Liebert, Inc. in "Games for Health Journal, 8(6), 2019, pp 414-422", available at: https://doi.org/10.1089/g4h.2019.0004 Este es el manuscrito aceptado del artículo publicado por Mary Ann Liebert, Inc. en "Games for Health Journal 8(6), 2019, pp 414-422", disponible en línea: https://doi.org/10.1089/g4h.2019.0004
dc.description.abstractObjective: In this intervention study, we investigated the benefits of nonaction videogames on measures of selective attention and visuospatial working memory (WM) in young adults. Materials and Methods: Forty-eight young adults were randomly assigned to the experimental group or to the active control group. The experimental group played 10 nonaction adaptive videogames selected from Lumosity, whereas the active control group played two nonadaptive simulation-strategy games (SimCity and The Sims). Participants in both groups completed 15 training sessions of 30 minutes each. The training was conducted in small groups. All the participants were tested individually before and after training to assess possible transfer effects to selective attention, using a Cross-modal Oddball task, inhibition with the Stroop task, and visuospatial WM enhancements with the Corsi blocks task. Results: Participants improved videogame performance across the training sessions. The results of the transfer tasks show that the two groups benefited similarly from game training. They were less distracted and improved visuospatial WM. Conclusion: Overall, there was no significant interaction between group (group trained with adaptive nonaction videogames and the active control group that played simulation games) and session (pre- and post-assessment). As we did not have a passive nonintervention control group, we cannot conclude that adaptive nonaction videogames had a positive effect, because some external factors might account for the pre- and post-test improvements observed in both groups.en
dc.description.versionversión final
dc.identifier.citationRuiz-Marquez E, Prieto A, Mayas J, Toril P, Reales JM, Ballesteros S. Effects of Nonaction Videogames on Attention and Memory in Young Adults. Games Health J. 2019 Dec;8(6):414-422. doi: 10.1089/g4h.2019.0004. Epub 2019 Jul 26. PMID: 31347931.
dc.identifier.doihttps://doi.org/10.1089/g4h.2019.0004
dc.identifier.issn2161-7856
dc.identifier.urihttps://hdl.handle.net/20.500.14468/25249
dc.journal.issue6
dc.journal.titleGames for Health Journal Research, Development, and Clinical Applications
dc.journal.volume8
dc.language.isoen
dc.page.final422
dc.page.initial414
dc.publisherMary Ann Liebert, Inc.
dc.relation.centerFacultad de Psicología
dc.relation.departmentPsicología Básica II
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
dc.subject61 Psicología::6106 Psicología experimental::6106.01 Actividad cerebral
dc.subject61 Psicología::6106 Psicología experimental::6106.11 Reacción, reflejos
dc.subject61 Psicología::6106 Psicología experimental::6106.09 Procesos de percepción
dc.subject.keywordsCognitive trainingen
dc.subject.keywordsSelective attentionen
dc.subject.keywordsExecutive functionsen
dc.subject.keywordsVideogamesen
dc.subject.keywordsVisuospatial working memoryen
dc.subject.keywordsYoung adultsen
dc.titleEffects of Nonaction Videogames on Attention and Memory in Young Adultsen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery421ab4cb-63bb-43ce-bf00-4893215d95d8
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