Experimental Study of Working Memory and Attention of Adolescents with Varying Degrees of Internet Involvement during the COVID-19 Pandemic

55

Abstract

The study of working memory and attention of adolescents aged 16-17 years was conducted during the COVID-19 pandemic, which caused additional stress due to forced isolation and reduced social contacts. The decrease in opportunities to communicate with peers was reflected in increased communication on social networks and the use of online games on the Internet, which fully corresponds to the information known in the literature. The study of working memory and attention was conducted in a group of high school students (43 people), with satisfactory and good academic performance, who had previously participated in a questionnaire to assess the characteristics of behavior in an Intern. Cognitive processes were evaluated in a computer program simulating gaming activity using a dynamic digital matrix. Students had to quickly search for numbers of different sizes located in cells, the color of which changed after each search action. The program recorded two types of errors due to choosing the wrong number when forgetting the previous choice and due to choosing the wrong number in a cell with a reduced quality of conscious attention, as well as the reaction time to the correct choice, the time of erroneous actions and the total time of the test. The task turned out to be very difficult for teenagers, as not everyone successfully coped with it the first time. The average group search time for digits is 10 seconds with the number of errors in the search equal to 50, that is, exceeding the number of changes in the matrix. Factor analysis allowed us to establish a high negative correlation of the poor quality of the task in the dynamic matrix with the time spent daily with gadgets in a virtual environment. Closer links between digital leisure time and the number of errors were found for the characteristics of working memory than for arbitrary attention.

General Information

Keywords: virtual leisure, online-games, COVID-19, working memory, conscious attention, teenagers

Journal rubric: Cognitive Psychology

Article type: scientific article

DOI: https://doi.org/10.17759/exppsy.2024170203

Funding. The research was carried out with the financial support of the Russian Science Foundation (RSF) within the framework of scientific project No. 23-28-00135, https://rscf.ru/project/23-28-00135/.

Received: 03.06.2023

Accepted:

For citation: Kamenskaya V.G., Tatianina E.V. Experimental Study of Working Memory and Attention of Adolescents with Varying Degrees of Internet Involvement during the COVID-19 Pandemic. Eksperimental'naâ psihologiâ = Experimental Psychology (Russia), 2024. Vol. 17, no. 2, pp. 52–67. DOI: 10.17759/exppsy.2024170203. (In Russ., аbstr. in Engl.)

References

  1. Veraksa A.N., Bukhalenkova D.A. Primenenie komp'yuternykh igrovykh tekhnologii dlya razvitiya regulyatornykh funktsii doshkol'nikov [The use of computer gaming technologies for the development of the regulatory functions of preschoolers]. Rossiiskii psikhologicheskii zhurnal = Russian Psychological Journal, 2017. Vol. 14, no. 3, pp. 106—132. (In Russ.).
  2. Kamenskaya V.G., Tomanov L.V. Tsifrovye tekhnologii i ikh vliyanie na sotsial'nye i psikhologicheskie kharakteristiki detei i podrostkov [Digital technologies and their impact on the social and psychological characteristics of children and adolescents]. Eksperimental'naya psikhologiya = Experimental psychology, 2022. Vol. 15, no. 1, pp. 139—159. DOI:10.17759/exppsy.2022150109 (In Russ.).
  3. Kamenskaya V.G., Tatianina E.V. Osobennosti tsifrovogo dosuga uchashchikhsya shkol, razlichayushchikhsya usloviyami obucheniya i vospitaniya v period pandemii Kovid-19 [Features of digital leisure for students of schools with different learning and upbringing conditions during the Covid-19 pandemic]. Rossiiskii psikhologicheskii zhurnal = Russian Psychological Journal, 2023. Vol. 20, no. 2, pp. 58—73. (In Russ.).
  4. Kotova S.A. Internet-zavisimost' u detei i podrostkov: riski, diagnostika i korrektsiya [Internet addiction in children and adolescents: risks, diagnosis and correction]. Saint-Petersburg: izd-vo VVM, 2023. 212 p. (In Russ.).
  5. Kurashova A. Zarubezhnye igrovye izdateli nachali otkazyvat'sya ot russkogo yazyka v novykh igrakh. Vedomosti. 20 aprelya 2023. [Foreign game publishers have started to abandon the Russian language in new games. Vedomosti. April 20, 2023]. [Electronic edition]. URL: https://www.vedomosti.ru/technology/articles/2023/04/20/971671-zarubezhnie-igrovie-izdateli-nachali-otkazivatsya-ot-russkogoyazika-v-igrah (In Russ.).
  6. Margolis A.A., Kuravskii L.S., Voitov V.K. i dr. Intellekt, kreativnost' iuspeshnost' resheniya zadach uchashchimisya srednegoshkol'nogo vozrasta v komp'yuternoi igre «PLines» [Intelligence, creativity and success in solving problems by middle school students in the computer game "PLines"]. Eksperimental'naya psikhologiya = Experimental psychology, 2020. Vol. 13, no. 1, pp. 122—137. DOI:10.17759/exppsy.2020130109 (In Russ.).
  7. Nikolaeva E.I., Kamenskaya V.G. Addiktologiya: teoreticheskie ieksperimental'nye issledovaniya formirovaniya addiktsii [Addictology: theoretical and experimental studies of addiction formation]. Moscow: INFRA-M, 2020. 208 p. (In Russ.).
  8. Plokhikh V.V., Akimov S.A. Osobennosti realizatsii kognitivnykh protsessov u internet-addiktov [Features of the implementation of cognitive processes in Internet addicts]. Psikhologicheskii zhurnal = Psychological Journal, 2014. 35, no. 3, pp. 58—67. (In Russ.).
  9. Pyatigorskii A.G., Tomanov L.V., Kamenskaya V.G., Pavlov K.I. Svidetel'stvo o gosudarstvennoi registratsii programmy dlya EVM №2013613392 Dinamicheskaya chetyrekhtsvetnaya matritsa otsenki intellektual'noi rabotosposobnosti «Raduga» ot 03.04.2013. [Certificate of state registration of the computer program No. 2013613392 Dynamic four-color matrix of intellectual activity assessment "Rainbow" from 03.04.2013]. (In Russ.).
  10. Tereshchenko S.Yu., Smol'nikova M.V. Neirobiologicheskie faktory riska formirovaniya internet-zavisimosti u podrostkov: aktual'nye gipotezy i blizhaishie perspektivy [Neurobiological risk factors for the formation of Internet addiction in users: current hypotheses and immediate prospects]. Sotsial'naya psikhologiya i obshchestvo = Social psychology and society, 2020. Vol. 11, no. 1, pp. 55—71. (In Russ.).
  11. Al'batati B., Lyu F., Van S., Yu M. Emotions and online experience: a review of MMORPG games from India to the United States. Computer in human behavior, 2023. Vol. 148, Article 107900. DOI:10.1016/j.chb.2023.107900
  12. Barata G., Gama S., Khorkhe Dzh., Gonsalves D. Studying student differentiation in gamified education: a long-term study. Computers in human behavior, 2017. Vol. 71, pp. 550—585. DOI:10.1016/j.chb.2016.08.049
  13. Center on Media and Child Health. VideoGames, 2020. [Electronic resource]. URL: https://cmch.tv/parents/videogames/ (Accessed 15.11.2022).
  14. Global'nyi obzornyi otchet Digital 2022 [Electronic resource]. URL: https://www.sostav.ru/publication/we-are-social-i-hootsuite-52472.html (Accessed 11.01.2023).
  15. Dzhentile D.A., Sving E.L., Lim K.G., Khu A. Playing video games, attention problems, and impulsivity: evidence of a bidirectional causal relationship. Psychology of mass media culture, 2012. No. 1, pp. 62—70. DOI:10.1037/a0026969
  16. Gottshalk F. The impact of technology use on children: a study of literature on the brain, cognition and well-being. OECD Working Papers on Education, 2019. No. 195, pp. 2—45.
  17. Khokins G.E., Rei B., Nesbitt K.V., Braun S.D. Gaming features may not improve data quality. Methods of behavior research, 2013. Vol. 45, no. 2, 301—318. DOI:10.3758/s13428-012-0264-3
  18. Khong S.B., Zaleski A., Kokki L., Fornito A., Choi E.Dzh., Kim Kh.Kh., et al. Decreased functional connectivity of the brain in adolescents with Internet addiction. PlosOne, 2013. Vol. 8, no. 2, p. e57831. DOI:10.1371/journal.pone.005783
  19. Kamenskaya V., Tomanov L., Tat'yanina E. Features of the use of the Internet by Russian teenagers in the regional aspect [Electronic resource]. Achievements in the field of social sciences, education and humanities Research, (MMER 2021),            p. 577.
  20. Keya F.D., Rakhman M., Mur T., Pasa K. Addition to digital games for parents and children (ages five to eighteen): A qualitative study in Northwestern Bangladesh]. Reports on the impact of computers on human behavior, 2020. Vol. 2, p. 100031. DOI:10.1016/jchbr2020.10003/
  21. Kuss D., Lopes-Fernandes O. Internet addiction and the problem of Internet use: a systematic review of clinical studies. World Psychiatry, 2016. Vol. 6, no. 1, pp. 143—176. DOI:10.5498/wjp.v6.i1.14329
  22. Lamsden Dzh., Skinner A., Vuds A.T., et al. The influence of game functions and the location of the test on the effectiveness of cognitive tests and the pleasure of participants. 2016. Vol. 4, p. e2184. DOI:10.7717/peerj.2184
  23. Lamsden Dzh., Edvards E.A., Lourens N.S., et al. Gamification of cognitive assessment and cognitive training: a systematic review of application and effectiveness. JMIR Serious Games, 2016. Vol. 4, no. 2, p. 11. DOI:10.2196/games.5888
  24. Park Kh.S., Kim S.Kh., Bang S.A. Prevalence of Internet ad-diction and correlations with family factors among South Korean teenagers. Adolescence, 2008. Vol. 43, no. 172, pp. 895—909.
  25. Percentage of teenagers playing video games in the United States as of April 2018, by gender. Statistics 2018. [Electronic resource]. URL: https://www.statista.com/statistika/454309/podrostki-igroki v videoigry-gender-SShA/ (Accessed 15.11.2022).
  26. Shuk S., Emmerson N., Ziv Kh. Developing an iPad app to monitor and improve the behavior of children with ADHD in the classroom: the possibility of selfcontrol and pilot studies. PLoS ONE, 2016. Vol. 11, no. 10, p. e0164229. DOI:10.1371/journal.pone.0164229
  27. com. 2022. [Electronic resource]. URL: https://www. statista.com/statistics/195768/global-gaming-reach-by-country/ (Accessed 14.12.2023).
  28. Unkafer R., Vagner A. D. The minds of multitasking media workers: current results and directions for the future. PNAS, 2018. Vol. 115, no. 40, pp. 9889—9896. DOI:10.1073/pnas.1611612115
  29. Van Roi A., Kuss D., Griffits M., et al. (Joint) occurrence of problematic video games, substance use and psychosocial problems in adolescents. Journal of Behavioral Addictions, 2014. Vol. 3, no. 3, pp. 157—165.
  30. Vestfal' M., Vessing M., Sattsger G., et al. Decision control and explanations in human-AI collaboration: Improving user perceptions and compliance. Computers in Human Behavior. Available online 16 Febrary 2023. P. 107714. Journal Preproof. DOI:1016/j.chb.2023.107714
  31. Yang K.S. Internet addiction: the emergence of a new clinical disorder. Cyberpsychology and Behavior, 1998. Vol. 1, pp. 237—244.
  32. Chzhu S., Chzhuan Ya., Li P., et al. Leisure and problem play behavior among children and adolescents during school closures caused by COVID-19 in Hong Kong: A quantitative analysis based on schools [Electronic resource]. Preprint JMIR Serious Games on: December 29 2020. URL: https://preprints.jmir.org/preprint/26808
  33. Zainuddin Z., Kai S., Chu U., et al. The impact of gamification on learning: a systematic review of empirical data. Overview of educational research, 2020. Vol. 30, p. 100326. DOI:10.1016/j.edurev.2020.100326

Information About the Authors

Valentina G. Kamenskaya, Doctor of Psychology, PhD in Biology, Professor, Professor of the Department of Psychology and Psychophysiology, Bunin Yelets State University, Russian State Pedagogical University named after. A.I. Herzen (FSBEI HE "Russian State Pedagogical University named after A.I. Herzen"), Yelets, Russia, ORCID: https://orcid.org/0000-0002-1654-8041, e-mail: kamenskaya-v@mail.ru

Elena V. Tatianina, Junior Researcher at the Laboratory of Health and Health-Saving Technologies, Bunin Yelets State University, Yelets, Russia, ORCID: https://orcid.org/0009-0008-5479-9440, e-mail: tatianinatltna@mail.ru

Metrics

Views

Total: 275
Previous month: 70
Current month: 70

Downloads

Total: 55
Previous month: 14
Current month: 13