Cognitive profiles and problematic videogames use in Argentine adolescents

The objective of the research was to compare the cognitive profiles of adolescents with problematic and non-problematic use of the League of Legends videogame. The sampling was intentional and non-probabilistic, consisting of 35 adolescents, aged 14 to 18. Of the sample, 19 of them made non-problema...

Descripción completa

Guardado en:
Detalles Bibliográficos
Autores principales: Reyes, María Camila, Iglesia, María Fabiola, Resett, Santiago, Moscardi, Ramiro
Formato: Artículo revista
Lenguaje:Español
Publicado: Instituto de Investigaciones Psicológicas 2025
Materias:
Acceso en línea:https://revistas.unc.edu.ar/index.php/racc/article/view/44001
Aporte de:
Descripción
Sumario:The objective of the research was to compare the cognitive profiles of adolescents with problematic and non-problematic use of the League of Legends videogame. The sampling was intentional and non-probabilistic, consisting of 35 adolescents, aged 14 to 18. Of the sample, 19 of them made non-problematic use of the video game and 16 made problematic use. The Videogame Addiction Scale for Adolescents (GASA) was used to divide the sample into groups, the d2 Attention Test, the WISC-IV Working Memory Index, the Tower of London test, the Stroop Test and a computerized version of the Wisconsin Card Sorting Test to develop the cognitive profile of each group. The results indicated that there were significant differences in the measure of inhibitory control and a tendency to obtain better performances in cognitive tests by players with non-problematic use.