Exposure to Video Games and Decision Making

Exposure to Video Games and Decision Making

Copyright: © 2018 |Pages: 13
DOI: 10.4018/978-1-5225-2255-3.ch287
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Abstract

In the last years, it is ever more frequent to read on popular press stories about the effects of video and/or computer games on the brain and on the behaviour. In some cases we can read something claiming that video games “damage the brain”, while in other that these activities can “boost brain power”, and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.
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Background

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    Exposure to Video Game and Decision Making

Key Terms in this Chapter

Pathological Gambling: Persistent and recurrent problematic gambling behavior leading to clinically significant impairment or distress, as indicated by the individual itself or by friends and relatives.

Video Game: Electronic device that allows to interact with the projected images on an screen. This apparatus allows to simulate real or unreal situations, on which the players intervenes using a keyboard or a joystick.

Behavior: The actions by which an organism interacts with surrounding environment.

Adolescence: The transitional period between puberty and adulthood in human development, terminating legally when the age of majority is reached.

Decision-Making: The thought process of selecting a logical choice from the available options.

Executive Control: A set of cognitive processes (as attentional control, or working memory) that are necessary for the cognitive control of behavior.

Cognition: The mental process of knowing, including several aspects as, for example, awareness, perception, reasoning, memory and judgment.

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