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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.comJ Clin Psychiatr Neurosci, Volume 2