Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Validation of the Gaming Skills Questionnaire: Gaming Skills Effects on Cognitive and Affective Functioning in Adolescence

Version 1 : Received: 12 February 2024 / Approved: 14 February 2024 / Online: 14 February 2024 (09:34:09 CET)

A peer-reviewed article of this Preprint also exists.

Zioga, T.; Nega, C.; Roussos, P.; Kourtesis, P. Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning. Eur. J. Investig. Health Psychol. Educ. 2024, 14, 722-752. Zioga, T.; Nega, C.; Roussos, P.; Kourtesis, P. Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning. Eur. J. Investig. Health Psychol. Educ. 2024, 14, 722-752.

Abstract

Videogames have been the focus of research since their widespread popularity, with particular emphasis on their effects on cognitive and affective abilities, especially in children and adolescents. Despite numerous correlational studies, robust evidence on the causal relationship between videogames and cognition remains scarce, hindered by the absence of a comprehensive assessment tool for gaming skills across various genres. This study aimed to develop and validate the Gaming Skill Questionnaire (GSQ) and to assess the impact of gaming skills in six different genres (Sport, First-Person Shooters, Role-Playing Games, Action-Adventure, Strategy, and Puzzle Games) on adolescents’ cognitive and affective abilities. The GSQ exhibited strong reliability and validity, highlighting its potential as a valuable tool. Gaming skills positively affected executive function, memory, overall cognition, cognitive flexibility, and emotion recognition, except for empathy. Various game genres had different effects on cognitive and affective abilities, with verbal fluency influenced mainly by sports, executive functions by action, strategy, and puzzle, and emotion recognition positively impacted by action and puzzle but negatively by sports and strategy games. Both age and gaming skills influenced cognitive flexibility, with gaming having a greater effect. These intriguing genre-specific effects on cognitive and affective functioning postulate further research with GSQ's contribution.

Keywords

Videogames; Adolescence; Cognition; Memory; Executive Functions; Attention; Language; Verbal Fluency; Emotion Recognition; Empathy

Subject

Social Sciences, Psychology

Comments (0)

We encourage comments and feedback from a broad range of readers. See criteria for comments and our Diversity statement.

Leave a public comment
Send a private comment to the author(s)
* All users must log in before leaving a comment
Views 0
Downloads 0
Comments 0
Metrics 0


×
Alerts
Notify me about updates to this article or when a peer-reviewed version is published.
We use cookies on our website to ensure you get the best experience.
Read more about our cookies here.