Does video game playing stimulate mindfulness?

dc.contributor.authorÓscar Díaz Chica
dc.contributor.authorAlejandro Tapia Frade
dc.contributor.authorDiana Santos Fernández
dc.coverage.spatialBolivia
dc.date.accessioned2026-03-22T19:58:17Z
dc.date.available2026-03-22T19:58:17Z
dc.date.issued2025
dc.description.abstractThe video game industry is a thriving sector where the effects derived from its consumption are studied, among other aspects. This research analyzes the possible incidence of commercial video games on the mindfulness trait of players. To this end, a survey was carried out on a sample, mostly Spanish, of 225 people aged 17 to 66 years. The measure used to assess the mindfulness trait is the Five Facets of Mindfulness Questionnaire (FFMQ). Among the main results obtained, the length of time spent playing video games is slightly and directly associated with a higher mindfulness trait among non-meditating players. On the other hand, a positive association is also detected between the greater experience with video games, except for meditating players, with the FFMQ dimensions: not-judging inner experience dimension (particularly strong correlation in ADHD players), describing and non-reactivity to inner experience dimension.
dc.identifier.doi10.5281/zenodo.18174995
dc.identifier.urihttps://doi.org/10.5281/zenodo.18174995
dc.identifier.urihttps://andeanlibrary.org/handle/123456789/79218
dc.language.isoen
dc.publisherEuropean Organization for Nuclear Research
dc.relation.ispartofZenodo (CERN European Organization for Nuclear Research)
dc.sourceUniversidad Europea Miguel de Cervantes
dc.subjectMindfulness
dc.subjectTrait
dc.subjectVideo game
dc.subjectThriving
dc.subjectPsychology
dc.subjectAssociation (psychology)
dc.subjectSocial psychology
dc.subjectConsumption (sociology)
dc.subjectApplied psychology
dc.subjectDimension (graph theory)
dc.titleDoes video game playing stimulate mindfulness?
dc.typearticle

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