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Background: Computer gaming has recently been suggested to be associated with benefits for cognition, but its impact on incident dementia remains uncertain. We aimed to investigate the observational associations of playing computer games with incident dementia, cognitive functions, and brain structural measures, and further explore the genetic associations between computer gaming and dementia.
Methods: We included 471,346 White British participants without dementia at baseline based on the UK Biobank, and followed them until November 2022. We estimated the risk of dementia using Cox proportional hazard models, and assessed the changes of cognitive functions and brain structural measures using logistic regression models and linear regression models. Mendelian randomization (MR) analyses were performed to examine the association between genetically determined computer gaming and dementia.
Results: High frequency of playing computer games was associated with decreased risk of incident dementia (HR, 0.81 [95% CI: 0.69, 0.94]). Individuals with high frequency of playing computer games had better performance in prospective memory (OR, 1.46 [1.26, 1.70]), reaction time (beta, -0.195 [-0.243, -0.147]), fluid intelligence (0.334 [0.286, 0.382]), numeric memory (0.107 [0.047, 0.166]), incorrect pairs matching (-0.253 [-0.302, -0.203]), and high volume of gray matter in hippocampus (0.078 [0.023, 0.134]). Genetically determined high frequency of playing computer games was associated with a low risk of dementia (OR, 0.37 [0.15, 0.91]).
Conclusions: Computer gaming was associated with a decreased risk of dementia, favorable cognitive function, and better brain structure, suggesting that computer gaming could modulate cognitive function and may be a promising target for dementia prevention.
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http://dx.doi.org/10.1186/s13195-024-01496-7 | DOI Listing |
JMIR Serious Games
September 2025
Graduate Institute of Information and Computer Education, National Taiwan Normal University, Taipei city, Taiwan.
Background: Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psychoeducational intervention for youths with chronic conditions.
View Article and Find Full Text PDFActa Psychol (Amst)
September 2025
Department of Social Decision Science, Carnegie Mellon University, 4815 Frew Street, Pittsburgh, 15213, PA, United States of America.
While pairwise cooperation has been extensively studied through the Prisoner's Dilemma (PD), our understanding of how cooperation emerges in small groups remains limited. We extend the classic dyadic PD framework to a triadic framework, examining two sets of PD games per individual and how individual strategies and relationships aggregate to group cooperation. Through two experiments (N=519), we investigate: (1) how structural incentives shape cooperation by varying the K-index (0.
View Article and Find Full Text PDFPsychiatry Res
August 2025
Department of Psychiatry and Behavioral Sciences, Rush University Medical Center, 1645W. Jackson Blvd. Suite 600, Chicago, IL, USA 60612. Electronic address:
Impaired recognition of angry, fearful, and emotionless (i.e., neutral) faces is associated with poor social functioning among individuals with schizophrenia disorder (SZ).
View Article and Find Full Text PDFBiol Psychiatry Cogn Neurosci Neuroimaging
September 2025
Department of Psychology, Yunnan Normal University, Kunming, Yunnan Province, P.R. China. Electronic address:
Background: Internet gaming disorder (IGD) is a clinically heterogeneous condition, yet the underlying neurobiological subtypes remain to be elucidated. Investigating the sub-patterns of spontaneous neural activity and the state switching from individual to group patterns may provide deeper insights into the etiology of IGD.
Methods: Resting-state functional MRI data were collected from 519 participants (257 with IGD; 262 recreational game users, RGU).
J Gambl Stud
September 2025
Department of Tourism, Hospitality, and Event Management, University of Florida, Gainesville, FL, 32611, USA.
In this study, a total of 41 experts were interviewed in two phases (2021 and 2023). The interviews were transcribed and examined with advanced machine learning models like k-mean clustering and BERT. The findings revealed five main themes: human-AI collaboration, regulatory changes, AI model development, gaming system and player engagement, and AI ethics and risks.
View Article and Find Full Text PDF