How Long Is Too Long? Effects of Mobile Game Duration on Stress and Cognitive Function by Gender

游戏时长多久才算过长?手机游戏时长对压力和认知功能的影响(按性别划分)

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Abstract

Mobile gaming is widely popular among young adults; however, its effects on stress and cognitive function across different play durations and genders remain unclear. This study examined the acute effects of mobile gaming session duration on heart rate (HR), stress, selective attention, and visual short-term memory (VSM) in male and female university students playing Realm of Valor (ROV), a popular multiplayer online battle arena game. Twenty recreational ROV players (10 males, 10 females; aged 20-22 years) completed a randomized crossover trial involving two remotely supervised gaming sessions: three games (~1 hour) and seven games (~3 hours), separated by a 7-day washout period. Participants played in consistent teams from their home environments. HR, stress (Suanprung Stress Test-20), selective attention (Stroop Color and Word Test), and VSM (CogniFit task) were assessed before and after each session using standardized, investigator-monitored protocols. HR increased significantly following both gaming sessions, with no difference between durations. Stress levels increased only after the seven-game session, with females exhibiting greater increases than males. Selective attention improved after three games but not after seven, with greater gains observed in the shorter session. VSM accuracy and response time did not differ significantly between gaming durations. These findings suggest that short-duration mobile gaming may enhance attentional performance with minimal stress, whereas prolonged play increases stress, particularly in females, and diminishes cognitive benefits.

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