Grzegorz Załęski1A-E ,Tomasz Warchoł2C,D,E
1 Wyższa Szkoła Biznesu – National Louis University, Nowy Sącz, Poland
2 University of Rzeszow, Rzeszów, Poland
*Corresponding author: Grzegorz Załęski; Wyższa Szkoła Biznesu – National Louis University, Nowy Sącz, Poland; email:
Załęski Grzegorz ORCID: 0000-0001-6240-2935
Warchoł Tomasz ORCID: 0000-0002-7978-8149
Abstract
Background and Study Aim: Recent studies indicate that playing video games is currently one of the most popular interests and passions among young people around the world. In addition, modern researchers have emphasized the wide range of effects of this activity specifically on the efficiency of attentional processes. Current empirical data are often subject to many limitations. The cognitive goal of this research is knowledge on the impact of video games (in terms of type and frequency of use) on the efficiency of attention processes among representatives of Generation Z.
Material and Methods: Cross-sectional data were collected on a homogeneous group of secondary school students aged 14-16 years (n = 121; M = 15). There were 3 groups based on the declaration and frequency of playing video games: those who play regularly, sporadically and the group of people who do not play. Psychometric computer tools (SDP – system) and traditional tools (Children’s Color Trails Test) were used.
Results: The results were statistically different. Adolescents who played video games regularly or sporadically performed better on tests measuring attention compared to schoolchildren who did not play video games. Higher scores were also achieved by students playing strategy, sports and action video games.
Conclusions: Playing a type of video game along with a specific frequency helps to improve the efficiency of the attention function. The current findings, indicating that not only the frequency but also the type of video games chosen (strategic, sport and action games) support cognitive performance among youth, shed new light on the possibilities of using video games, including cognitive training.
Keywords: attention, cognitive performance, Generation Z, INNOAGON
AMA:
Załęski G, Warchoł T. The impact of playing video games on the attention function in middle adolescence. Archives of Budo Journal of Innovative Agonology. 2024;20.
APA:
Załęski, G., & Warchoł, T. (2024). The impact of playing video games on the attention function in middle adolescence. Archives of Budo Journal of Innovative Agonology, 20.Chicago:
Załęski, Grzegorz, and Tomasz Warchoł. "The Impact of Playing Video Games on the Attention Function in Middle Adolescence." Archives of Budo Journal of Innovative Agonology 20 (2024).Harvard:
Załęski, G., & Warchoł, T., 2024. The impact of playing video games on the attention function in middle adolescence. Archives of Budo Journal of Innovative Agonology, 20.MLA:
Załęski, Grzegorz, and Tomasz Warchoł. "The Impact of Playing Video Games on the Attention Function in Middle Adolescence." Archives of Budo Journal of Innovative Agonology, vol. 20, 2024.Vancouver:
Załęski G, Warchoł T. The impact of playing video games on the attention function in middle adolescence. Archives of Budo Journal of Innovative Agonology. 2024;20.











