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Deep sleep game4/19/2023 ![]() Suggesting that prolonged exposure to VGs may have a detrimental impact on theĪttentional sphere 16, 19, 20, with possibility to evolve to a clinically relevant attentionalĪddition to these effects, a negative correlation between exposure to VGs andĬognitive proactive control has also been reported 25. Some studies focused their attention to cognitive aspects, Results indicating the absence of a clear relationship between playing VG andĪddiction, and violent or aggressive behavior 17, 18. Contrarily to these studies, some other authors refuted these Under the behavioral point of view, a good number of studies demonstrate that VGĮxposure can induce development of aggressive behaviors 11 - 13, associated with anger 14, 15 and impulsivity 16. Showing often contrasting points of view. In the subsequent years, the debate moved andĬontinued in the scientific community 8 - 10 VGs were one of the principal causes of family violence 7. These data have conducted the researchers to question which are the effects of That such percentages will reasonably increase over the years 6. To youngest: it has been reported that more than half of U.S. Shown that children and adolescents live media-saturated lives: a percentage rangingįrom 83 to 97% has a home console for VG with which interact for several hours perĭay 4, 5. Recent studies showed that in western industrializedĬountries many children and adolescents play VGs for a very long time during theĭay 2, 3. One of the most popular recreational activities practiced by children andĪdolescents, fostered a strong public debate about the possible effects of VGsĮxposure on human well-being. Such a great success of videogaming industry, together with the fact that it became More immersive and rich in details have been developed, contributing to the creation Then, mainly thanks to technological evolution, games ever Graphics and luminous dots moving on the display 1. Spacewar!, the very first VG of the history, with essential They appeared for theįirst time in the 1962 at M.I.T., when Steve Russell created Their great availability and accessibility, VGs have become immediately andĮxtremely popular among children, adolescents and adults. In the recent decades, video games (VGs) industry has expanded to the point ofīecoming one of the largest multimedia economic activities in the world. The very limited number of available study on this topic further research is Limitations of these studies have also been described and discussed. Playing VGs for long periods, particularly in the evening, is a significant,Ĭommon and probable cause of sleep problems: evening exposure to VGs, in fact,Ĭan bring to insufficient and low quality sleep, with possible effects onĬognition in the subsequent waking days. Moreover, post-sleep sustainedĪttention and verbal memory also appear to be impaired. Increased sleepiness and self-perceived fatigue. Latency (SOL), modifications of the REM sleep and Slow Wave Sleep (SWS), and Indicated a reduction of Total Sleep Time (TST) and an increase of Sleep Onset Show the alteration of sleep pattern after exposure to VGs. Investigating the effects of VGs on sleep features and post-sleep cognitiveĪbilities have been selected and discussed. The aim of the present systematic review is toĮxamine the impact that the exposure to VGs can produce on sleep pattern and theĬonsequent post-sleep cognitive abilities. Studies directly investigated the effects of videogame (VG) exposure on sleepĪnd post-sleep cognitive status. All these aspectsĪre intrinsically linked to sleep quality and quantity and to date very few Literature shows several evidences highlighting negative outcomes onīehavioural, emotive, cognitive and physical health spheres. ![]() The public opinion is ever more interested and worried about possible effects ofĮxposure to VGs (video games) on human life and well-being.
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