The Interaction Between Gaming Disorder and Action Video Game Playing Time in Cognitive Control: An ERP Study

Current research on gaming disorder (GD) focuses largely on the risk factors associated with social, personality, emotional, and environmental factors; however, a crucial research gap remains in understanding the connection between cognitive functioning and GD, particularly within the context of the time spent playing action video games (AVGs) and the game-related context. Given this research gap, this study aimed to verify the relationship between GD and cognitive control as one of the crucial cognitive processes, along with verifying whether AVGs and the game-related context modify this relationship. The study observed 71 active computer gamers (39 female gamers, aged 18–29; M = 22.01 years; SD = 1.86). GD was assessed using the nine-item Internet Gaming Disorder Scale – Short Form (IGDS9-SF), and AVGs and non-AVGs were evaluated using the modified Video Game Questionnaire (VGQ) version. The AX – Continuous Performance Test (AX-CPT) was employed to assess cognitive control in the Dual Mechanisms of Cognitive Control model, with behavioural results showing a negative relationship between GD and proactive cognitive control. There was also interaction between GD and AVGs, and the electrophysiological results demonstrated such interaction in the amplitude of the N2 component. More precisely, among gamers with high AVG, the more GD symptoms a gamer manifested, the less negative N2 component they had after the onset of the probe. The opposite effect was also observed, while game-related context effects were not found. These findings may indicate that gamers with GD may have cognitive control deficits in monitoring conflict, the ability to suppress the processing process, and in suppressing automatic responses. In contrast, these processes may be enhanced in action game gamers not exhibiting GD symptoms. Consequently, the findings may contribute to a better understanding of previous mixed results regarding video game-based cognitive training. It may also be helpful in counteracting risk factors in professional esports gamers who may be prone to GD.

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Publication Details

Journal
International Journal of Mental Health and Addiction
Published
2026-01-26
DOI
https://doi.org/10.1007/s11469-025-01618-8
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00

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article

The Interaction Between Gaming Disorder and Action Video Game Playing Time in Cognitive Control: An ERP Study

Andrzej Cudo, Natalia Kopiś-Posiej
International Journal of Mental Health and Addiction
Impact of Technology on Adolescents
article

The Interaction Between Gaming Disorder and Action Video Game Playing Time in Cognitive Control: An ERP Study

Andrzej Cudo, Natalia Kopiś-Posiej
article en

Abstract

Current research on gaming disorder (GD) focuses largely on the risk factors associated with social, personality, emotional, and environmental factors; however, a crucial research gap remains in understanding the connection between cognitive functioning and GD, particularly within the context of the time spent playing action video games (AVGs) and the game-related context. Given this research gap, this study aimed to verify the relationship between GD and cognitive control as one of the crucial cognitive processes, along with verifying whether AVGs and the game-related context modify this relationship. The study observed 71 active computer gamers (39 female gamers, aged 18–29; M = 22.01 years; SD = 1.86). GD was assessed using the nine-item Internet Gaming Disorder Scale – Short Form (IGDS9-SF), and AVGs and non-AVGs were evaluated using the modified Video Game Questionnaire (VGQ) version. The AX – Continuous Performance Test (AX-CPT) was employed to assess cognitive control in the Dual Mechanisms of Cognitive Control model, with behavioural results showing a negative relationship between GD and proactive cognitive control. There was also interaction between GD and AVGs, and the electrophysiological results demonstrated such interaction in the amplitude of the N2 component. More precisely, among gamers with high AVG, the more GD symptoms a gamer manifested, the less negative N2 component they had after the onset of the probe. The opposite effect was also observed, while game-related context effects were not found. These findings may indicate that gamers with GD may have cognitive control deficits in monitoring conflict, the ability to suppress the processing process, and in suppressing automatic responses. In contrast, these processes may be enhanced in action game gamers not exhibiting GD symptoms. Consequently, the findings may contribute to a better understanding of previous mixed results regarding video game-based cognitive training. It may also be helpful in counteracting risk factors in professional esports gamers who may be prone to GD.

International Journal of Mental Health and Addiction
John Paul II Catholic University of Lublin (PL), University of Warsaw (PL)
Narodowym Centrum Nauki
Gender equality
Openalex Percentile: Top 80%
Impact of Technology on Adolescents
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