Ranjbar Z, Arbasi N, Vazirinasab A.
(2026). The Effectiveness of Active Video Games (AVGs) on Cognitive Changes and Reduction of Social Anxiety in Male Students. Rooyesh. 15(6), 257-266.
URL: http://frooyesh.ir/article-1-6845-en.html
1- Department of Clinical Psychology, Zar.C., Islamic Azad University, Zarand, Iran.
2- M.A. in General Psychology, Department of Psychology, Payam Noor University, Garmsar Branch, Garmsar, Iran.
3- Department of Psychology, Zar.C., Islamic Azad University, Zarand, Iran. vaziri.ez@gmail.com , vaziri.ez@gmail.com
Abstract: (4 Views)
This study aimed to examine the effectiveness of active video games on cognitive changes and the reduction of social anxiety in male high school students. The present research employed a quasi-experimental design with a pretest–posttest and control group. The statistical population consisted of male students in the second grade of high school in Kerman in 2025. A total of 40 participants were selected as the sample using a multistage cluster random sampling method and were randomly assigned to two groups of 20 participants each (experimental and control). Data were collected using the Cognitive Triad Questionnaire (CTQ; Bakken et al., 2001), the Jerabek Social Anxiety Scale (JSAS; Jerabek et al., 2001), and an eleven-session active video game program (one 30-minute session in the first week and two 15-minute sessions per week thereafter). Data were analyzed using multivariate analysis of covariance (MANCOVA). The results indicated that, after controlling for pretest scores, there were significant differences between the experimental and control groups in posttest cognitive changes and social anxiety (p<0.001). It can be concluded that active video games improved cognitive abilities and reduced social anxiety in students.
Type of Article:
Research |
Subject:
Clinical Psychology Received: 2025/12/23 | Accepted: 2026/01/3 | ePublished: 2026/09/1