Gaming, executive functioning and mindfulness: a comparative exploratory study between League of Legends gamers and non-gamers

Previous studies have shown that playing League of Legends (LoL) improves certain abilities and trainable skills. The aim of this study was to analyze the relationship and predictive value of executive functioning in dispositional mindfulness in a sample composed of LoL gamers and non-gamers. The results revealed that the gamers had less ability to focus on present-moment activities in their daily lives, were more judgmental in their inner experience, and were less disposed to proceed with mindfulness than were the non-gamers. The gamers showed greater tendency toward presenting problems related to emotional control, executive control, and a possible development of prefrontal symptoms. We concluded that the video game LoL requires the use of many cognitive abilities, including a high demand on the user's executive functions, a factor that seems to interfere with one’s capacity for mindfulness away from the screen. Gamers may therefore experience a possible vulnerability to presenting prefrontal symptoms, and greater likelihood of their development.

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Publication Details

Journal
Behavioral Psychology/Psicología Conductual
Published
2024-09-03
DOI
https://doi.org/10.51668/bp.8324210n
Citations
3
Primary Topic
Mind wandering and attention
Type
article
Field-Weighted Citation Impact
1.03
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article

Gaming, executive functioning and mindfulness: a comparative exploratory study between League of Legends gamers and non-gamers

Carlos Valiente Barroso, Marta Martínez Vicente, Anna Vázquez-Peña
3 citations
Behavioral Psychology/Psicología Conductual
Mind wandering and attention
1.03
article

Gaming, executive functioning and mindfulness: a comparative exploratory study between League of Legends gamers and non-gamers

Carlos Valiente Barroso, Marta Martínez Vicente, Anna Vázquez-Peña
article en
3 citations

Abstract

Previous studies have shown that playing League of Legends (LoL) improves certain abilities and trainable skills. The aim of this study was to analyze the relationship and predictive value of executive functioning in dispositional mindfulness in a sample composed of LoL gamers and non-gamers. The results revealed that the gamers had less ability to focus on present-moment activities in their daily lives, were more judgmental in their inner experience, and were less disposed to proceed with mindfulness than were the non-gamers. The gamers showed greater tendency toward presenting problems related to emotional control, executive control, and a possible development of prefrontal symptoms. We concluded that the video game LoL requires the use of many cognitive abilities, including a high demand on the user's executive functions, a factor that seems to interfere with one’s capacity for mindfulness away from the screen. Gamers may therefore experience a possible vulnerability to presenting prefrontal symptoms, and greater likelihood of their development.

Behavioral Psychology/Psicología Conductual
Universidad de La Rioja (ES), Universidad Europea Miguel de Cervantes (ES), Universidad Isabel I (ES)
Openalex Percentile: Top 25%
Mind wandering and attention
1.03
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