MMORPGS and cognitive performance: A study with 1280 Brazilian high school students

  • Authors:
  • Bruno Campello de Souza;Leonardo Xavier de Lima e Silva;Antonio Roazzi

  • Affiliations:
  • Programa de Pós-Graduação em Psicologia Cognitiva, Universidade Federal de Pernambuco Av. Acad. Hélio Ramos, s/n - CFCH, 8 Andar, Recife 50670-901, PE, Brazil;Programa de Pós-Graduação em Psicologia Cognitiva, Universidade Federal de Pernambuco Av. Acad. Hélio Ramos, s/n - CFCH, 8 Andar, Recife 50670-901, PE, Brazil;Programa de Pós-Graduação em Psicologia Cognitiva, Universidade Federal de Pernambuco Av. Acad. Hélio Ramos, s/n - CFCH, 8 Andar, Recife 50670-901, PE, Brazil

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2010

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Abstract

The present paper attempts to empirically study the cognitive impacts of Massive Multiplayer Online Role-Playing Games (MMORPGs) in uncontrolled contexts in light of the Cognitive Mediation Networks Theory, a new model of human intelligence that aims to explain cognition as the result of brain activity combined with the information-processing done by external structures such as tools, social groups and culture. A sample of 1280 students Brazilian high school students answered a form inquiring about socio-demographic information plus the use of computer games, and also was submitted to a short knowledge exam and a mini psychometric test. The findings indicated that, due to their underlying structure and sociocultural nature, MMORPGs are associated to a greater level of insertion into the Digital Age, higher levels of logical-numerical performance, and better scholastic ability. Finally, suggestions are made for future studies on the subject.