Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. (January 2018)
- Record Type:
- Journal Article
- Title:
- Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. (January 2018)
- Main Title:
- Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young
- Authors:
- Ruiz-Ariza, Alberto
Casuso, Rafael Antonio
Suarez-Manzano, Sara
Martínez-López, Emilio J. - Abstract:
- Abstract: The main aim was to analyse the effect of 8 weeks of Pokémon GO on cognitive performance (memory, selective attention, concentration, mathematical calculation and linguistic reasoning) and emotional intelligence (well-being, self-control, emotionality and sociability) in Spanish adolescents between 12 and 15 years. A longitudinal design was used, with a Control Group (n = 103) that did not use Pokémon GO, and Experimental Group (n = 87) that used Pokémon GO during 8 weeks. Age, sex, BMI, maternal educational level, number of computers at home and moderate to vigorous physical activity (MVPA) were used as confounders. Results showed that players walked 54 km and spent 40 min/day playing in this period. Boys played more, won more points and reached a higher level in the game than girls. The players playing Pokémon GO significantly increased their selective attention ( p = 0.003), concentration levels ( p < 0.001), and sociability levels ( p = 0.003) against their peers. It is concluded that Pokémon GO increases, in a playful way, the amount of daily exercise in adolescents, could positively affect their cognitive performance, and improve the social relationships. Further studies are required to perform comparisons between single and collaborative play and to identify the pedagogical benefits through some subjects such as Physical Education. Highlights: Pokémon GO practice for 8 weeks increase attention-concentration in adolescents. After 8 weeks, Pokémon GOAbstract: The main aim was to analyse the effect of 8 weeks of Pokémon GO on cognitive performance (memory, selective attention, concentration, mathematical calculation and linguistic reasoning) and emotional intelligence (well-being, self-control, emotionality and sociability) in Spanish adolescents between 12 and 15 years. A longitudinal design was used, with a Control Group (n = 103) that did not use Pokémon GO, and Experimental Group (n = 87) that used Pokémon GO during 8 weeks. Age, sex, BMI, maternal educational level, number of computers at home and moderate to vigorous physical activity (MVPA) were used as confounders. Results showed that players walked 54 km and spent 40 min/day playing in this period. Boys played more, won more points and reached a higher level in the game than girls. The players playing Pokémon GO significantly increased their selective attention ( p = 0.003), concentration levels ( p < 0.001), and sociability levels ( p = 0.003) against their peers. It is concluded that Pokémon GO increases, in a playful way, the amount of daily exercise in adolescents, could positively affect their cognitive performance, and improve the social relationships. Further studies are required to perform comparisons between single and collaborative play and to identify the pedagogical benefits through some subjects such as Physical Education. Highlights: Pokémon GO practice for 8 weeks increase attention-concentration in adolescents. After 8 weeks, Pokémon GO players have better social relationships than non-players. Boys play longer, accumulating more points, and reaching a higher level than girls. Players play mostly in company, and they feel more happy and motivated to go outside. Pokémon GO could be used from schools and families to raise daily physical activity. … (more)
- Is Part Of:
- Computers & education. Volume 116(2018)
- Journal:
- Computers & education
- Issue:
- Volume 116(2018)
- Issue Display:
- Volume 116, Issue 2018 (2018)
- Year:
- 2018
- Volume:
- 116
- Issue:
- 2018
- Issue Sort Value:
- 2018-0116-2018-0000
- Page Start:
- 49
- Page End:
- 63
- Publication Date:
- 2018-01
- Subjects:
- Interactive learning environments -- Public spaces and computing -- Teaching/learning strategies -- Virtual reality -- Secondary education
Education -- Data processing -- Periodicals
Education -- Periodicals
Computers -- Periodicals
Computer-Assisted Instruction -- Periodicals
Éducation -- Informatique -- Périodiques
Electronic journals
370.285 - Journal URLs:
- http://www.sciencedirect.com/science/journal/03601315 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.compedu.2017.09.002 ↗
- Languages:
- English
- ISSNs:
- 0360-1315
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.677000
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British Library HMNTS - ELD Digital store - Ingest File:
- 5193.xml