Studies show that experience with action video games has an impact on performance in tasks that require cognitive and motor skills. Following this theoretical line, this work explores the impact of action video games on the performance of a sample of about 70 school children, in the first year of primary school. This is a short-term intervention training study, which aims to assess the short-term impact of a 30-minute game session on performance in cognitive and motor tasks. The research design includes three meetings with each participant, who receives the randomized administration of three conditions: a neuropsychological assessment in baseline, half an hour of play with the action videogame (super mario) and half an hour of non-action videogame (puzzle bubble). Based on the results, the sample was divided into two groups, based on having obtained a score above or below the median of the entire sample on the action videogame. The variables considered are age, verbal IQ, visuospatial IQ, warning effect, visuospatial attention, rapid automated naming or phonological access, short-term phonological memory, reading (sublexical), gross and fine motor skills. In general, between the two groups, those who scored above the median have better spatial and temporal attention and more efficient gross motor skills. The complex neuro-cognitive function investigated in this work is the fine sensorimotor control, measured with the salvadanaio task, which requires you to insert coins first with the dominant hand and then with the non-dominant hand. Comparing the performance obtained in this task after the neuropsychological assessment in baseline with that obtained after half an hour of video game action, a significant improvement in performance in the second condition emerges. In particular, there is an improvement in the performance of all participants with only the dominant hand, regardless of their previous gaming experience, attentional and gross motor skills. This data confirms the starting hypothesis, highlighting the positive effect of an action videogame session.
Studi dimostrano che l’esperienza con i videogiochi d’azione eserciti un impatto sulla prestazione in compiti che richiedono abilità cognitive e motorie. Seguendo questa linea teorica, il presente lavoro approfondisce l’impatto degli action video-games sulla prestazione di un campione di circa 70 bambini scolari, al primo anno di scuola primaria. Si tratta di un training study di intervento a breve termine, che ha l’obiettivo di valutare l’impatto a breve termine di una sessione di gioco della durata di 30 minuti sulla prestazione in compiti cognitivi e motori. Il disegno di ricerca prevede tre incontri con ogni partecipante, che riceve la somministrazione randomizzata di tre condizioni: una valutazione neuropsicologica in baseline, mezz’ora di gioco con l’action videogame (super mario) e mezz’ora di non action videogame (puzzle bubble). Sulla base dei risultati il campione è stato suddiviso in due gruppi, in base all’aver ottenuto un punteggio sopra o sotto la mediana dell’intero campione all’action videogame. Le variabili considerate sono l’età, il QI verbale, il QI visuospaziale, il warning effect, l’attenzione visuo-spaziale, la denominazione rapida automatizzata o accesso fonologico, la memoria fonologica a breve termine, la lettura (via sublessicale), le abilità grosso motorie e fino motorie. In generale, tra i due gruppi chi ha ottenuto un punteggio sopra la mediana ha migliore attenzione spaziale, temporale e più efficienti abilità grosso motorie. La funzione neuro cognitiva complessa indagata nel presente lavoro è il controllo sensomotorio fine, misurato con il task salvadanaio, che richiede di inserire le monete prima con la mano dominante e poi con la non dominante. Confrontando la prestazione ottenuta a tale task dopo la valutazione neuropsicologica in baseline con quella ottenuta dopo mezz’ora di action videogame, emerge un significativo miglioramento della performance nella seconda condizione. In particolare, si osserva un miglioramento della prestazione di tutti i partecipanti solo con la mano dominante, a prescindere dalla loro precedente esperienza di gioco, dalle abilità attentive e grosso motorie. Tale dato conferma l’ipotesi di partenza, evidenziando l’effetto positivo di una sessione di action videogame.
Effetti transienti di un video gioco d'azione sulle abilità oculo-motorie fini in bambini del primo anno di scuola primaria
SEMERARO, PALMA
2021/2022
Abstract
Studies show that experience with action video games has an impact on performance in tasks that require cognitive and motor skills. Following this theoretical line, this work explores the impact of action video games on the performance of a sample of about 70 school children, in the first year of primary school. This is a short-term intervention training study, which aims to assess the short-term impact of a 30-minute game session on performance in cognitive and motor tasks. The research design includes three meetings with each participant, who receives the randomized administration of three conditions: a neuropsychological assessment in baseline, half an hour of play with the action videogame (super mario) and half an hour of non-action videogame (puzzle bubble). Based on the results, the sample was divided into two groups, based on having obtained a score above or below the median of the entire sample on the action videogame. The variables considered are age, verbal IQ, visuospatial IQ, warning effect, visuospatial attention, rapid automated naming or phonological access, short-term phonological memory, reading (sublexical), gross and fine motor skills. In general, between the two groups, those who scored above the median have better spatial and temporal attention and more efficient gross motor skills. The complex neuro-cognitive function investigated in this work is the fine sensorimotor control, measured with the salvadanaio task, which requires you to insert coins first with the dominant hand and then with the non-dominant hand. Comparing the performance obtained in this task after the neuropsychological assessment in baseline with that obtained after half an hour of video game action, a significant improvement in performance in the second condition emerges. In particular, there is an improvement in the performance of all participants with only the dominant hand, regardless of their previous gaming experience, attentional and gross motor skills. This data confirms the starting hypothesis, highlighting the positive effect of an action videogame session.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/37205