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Volume 2

DEMENTIA AND DEMENTIA CARE

ADVANCES IN ADDICTION SCIENCE AND MEDICINE

July 24-25, 2019 | Rome, Italy

10

th

International Conference on

2

nd

World Congress on

&

Addiction Science 2019 & Dementia Care 2019

July 24-25, 2019

Journal of Clinical Psychiatry and Neuroscience

Characterization of the behavior of young people identified as having problematic use

of electronic games and evaluation of possible impairments in cognitive performance

Husten Carvalho

1

, Gonçalves

2

1

UNESA University, Brazil

2

UFRJ University, Brazil

P

laying videogame allows intense contact with the virtual world

and a pleasurable relationship with this technological model,

however, recent studies have reported problem video game playing

and dependence. After having performed the validation of the Problem

Video Game Playing (PVP) scale, our research group proposes in this

new work, identify students with problematic use of video games,

characterize changes in their behaviors and to evaluate possible losses

in the development of reasoning. We have identified 74 students, which

are considered problematic video game players according to the PVP

scale. These 74 young people were submitted to several tests according

to the battery of reasoning tests - 5 (RPA-5) that include verbal, abstract, spatial, mathematical and mechanical reasoning. A

group of 61 young people who did not practice video games or had no problematic use, was used as control. Participants who

were considered problematic players have more often choose items of scale which relates to restlessness , the loss of control and

problems in the family or school environment. Our results showed that the majority of players with problematic use practice

video games in the bedroom and living environments takes about 6-12 hours of dedication every 24 hours, including day and

night. The players start practicing between 5 and 8 years old, both non problematic players and those who had problematic use.

Results showed that players with problematic use had lower performance than their peers who did not have known problematic

use for the RPA-5 test. We have concluded that the intense use of video games may lead to a lack of interest in other activities

interfering with age-appropriate performance or causing disruptions in different areas of cognitive development.

Biography

Husten Carvalho is a professor and researcher with a background in Molecular Biology and Morphology, recently has been working with

his research group to research on the negative effects of excessive practice of electronic games by adolescents. His research includes

the validation of scales of problematic use of electronic games and addiction of games. In addition, it has been dedicated to evaluations

of the effects of the practice of electronic games in the performance of cognitive processes, especially reasoning and attention.

hustenc@gmail.com

J Clin Psychiatr Neurosci, Volume 2