The relationship between the use of computer games and attention among early adolescents
DOI:
https://doi.org/10.33910/2687-0223-2025-7-3-173-178Keywords:
attention, cognitive development, computer games, gaming addiction, early adolescentsAbstract
In the modern digital world, computer games have become an integral part of the life of the younger generation. For over half a century, computer games have been gaining popularity, with the number of people playing them increasing every year. This has led to the state’s attempts to protect adolescents from the negative influence of the digital environment. At the same time, digitalization and computerization are becoming an integral part of the educational process, as descried in the federal educational standards. Domestic and international scientific sources report data on the multidirectional impact of computer games on adolescents’ cognitive development, with this impact being largely mediated by the family environment. Psychological prevention of attention-related problems in early adolescents is necessary in order to prevent difficulties in the further development of students’ cognitive functions and, consequently, their academic underachievement. Thus, the identified contradictions determined the need for the present study.
The aim of the empirical study was to identify the relationship between computer game use and the specific features of attention in early adolescents. The study employed standardized methods, including E. Landolt’s test, the Schulte Tables test, the “Entangled Lines” technique (an advanced version for adolescents, modified by K. K. Platonov), as well as an author-developed questionnaire aimed at identifying adolescents’ experience with video games. The results of the empirical study revealed no statistically significant relationship between computer game use and the characteristics of attention in early adolescents. It can be stated that there are no substantial or statistically significant differences in attention indicators between early adolescents who play computer games and those who do not.
References
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