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Course:VANT149/2026/Capstone/Arts/Presentation36

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Presenter: Yujun Li

Play the game in balance: Research on the impact of video game time on teenagers' cognition and emotion development

Type of Presentation: Oral presentation

Abstract

This oral presentation introduces my research project, the research mainly discussed the impact of video games on  aged 13 to 18 teenagers. I am interested in this research because video games are one of the main ways teenagers socialize, and teenagers play the video games every day. However, people have different opinion on video games. For example, some parents worry about teenagers become addicted in games, but many teenagers view gaming as a normal part of their daily lives and friendships. Jain et al. (2025) suggest moderate gaming time can help improve memory, while excessive use will have negative effects. Özçetin et al. (2019) discuss the connection between video games and the cognitive abilities of teenagers.And the Fisher (2023) It pointed out that excessive gaming will cause emotional control issues among teenagers. So the main point I am discuss is, the impact of different gaming time on teenagers, and what is moderate amount of gaming time. My research plan will use a questionnaire survey to teenagers between the ages of 13 to 18. The content will include game duration, concentration level, emotional state and daily habits. I believe that moderate gaming has positive effects, such as improving memory, while excessive gaming will have problems like poor concentration and emotional regulation. However, the drawback of this research is the reaction of teenagers will be different from individual differences.

Biography

Yujun Li is a first-year student in the UBC Vantage Arts program. I am interested in how the internet affects young people. My research focuses on video games and teenagers, as this topic connects personal experiences, teenagers, and healthy technology use.