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Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players

Yıl 2022, Cilt: 12 Sayı: 2, 493 - 498, 30.06.2022
https://doi.org/10.33808/clinexphealthsci.990236

Öz

Objective: This study aims to examine differences between adolescent video game players and non-players in terms of their reaction time, manual dexterity, and working memory levels.
Methods: The sample of the study, which has a comparative cross-sectional design type, consists of 432 adolescents at the grades between 9 and 12. Non-video game players, and video game players were subjected to simple visual and auditory reaction time tests, manual dexterity tests, matrix, and digit span working memory test.
Results: Compared to non-video game players, video game players were found to have shorter visual and auditory reaction times. Also, several motor dexterity subtest skills of video game players were found to be lower, while working memory did not differ between the two groups.
Conclusion: Our findings support the idea that playing video games seem to improve some aspects of cognitive and motor skills but reduce several other aspects.

Destekleyen Kurum

no

Teşekkür

The authors are grateful to students and their families, and school administration for their contributions.

Kaynakça

  • [1] Newzoo Global Games Market Report. 2020. Available from: https://newzoo.com/insights/trend-reports/newzoo-global games-market-report-2020-light-version/
  • [2] Strasburger VC, Jordan AB, Donnerstein E. Children, adolescents, and the media: Health effects. Pediatr Clin North Am 2012;59(3):533–587.
  • [3] Prot S, Anderson CA, Gentile DA, Brown SC, Swing EL. The positive and negative effects of video game play. Jordan AB, Romer D, editors. Media and the Well-Being of Children and Adolescents. Oxford University Press; 2014. p.109–128.
  • [4] Gentile DA, Choo H, Liau A, Sim T, Li D, Fung D, Khoovd A. Pathological video game use among youths: A two-year longitudinal study. J Pediatr 2011;127(2):e319-e329.
  • [5] Irmak AY, Ardic A. Dijital oyunların çocuk ve ergenler üzerindeki etkileri: literatür inceleme. Gençlik Araştırmaları Dergisi 2018;6(16):71–85.
  • [6] Gervasi AM., La Marca L, Lombardo E, Mannino G, Iacolino C, Schimmenti A. Maladaptive personality traits and internet addiction symptoms among young adults: a study based on the alternative DSM-5 model for personality disorders. Clin Neuropsychiatry 2017;14(1):20-28.
  • [7] Granic I, Lobel A, Engels R. The benefits of playing video games. Am Psychol 2014;69(1):66-78.
  • [8] Nuyens F, Kuss DJ, Lopez-Fernandez O, Griffiths MD. The empirical analysis of non-problematic video gaming and cognitive skills: A systematic review. Int J Ment Health Addict 2018;17:389-414.
  • [9] Bediou B, Adams DM, Mayer RE, Tipton E, Green CS, Bavelier D. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol Bull 2018;144(1):77- 110.
  • [10] Blacker KJ, Curby KM. Enhanced visual short-term memory in action videogame players. Atten Percept Psychophys 2013;75:1128–1136.
  • [11] McDermott AF, Bavelier D, Green CS. Memory abilities in action video game players. Comput Hum Behav 2014;34:69–78.
  • [12] Collins E, Freeman J. Video game use and cognitive performance: Does it vary with the presence of problematic video game use? Cyberpsychol Behav Soc Netw 2014;17:153–159.
  • [13] Unsworth N, Redick TS, McMillan BD, Hambrick DZ, Kane MJ, Engle RW. Is playing video games related to cognitive abilities? Psychol Sci 2015;26(6):759–774.
  • [14] Boot WR, Blakely DP, Simons DJ. Do action video games improve perception and cognition? Front Psychol 2011;2:226.
  • [15] Powers KL, Brooks PJ, Aldrich NJ, Palladino MA, Alfieri L. Effects of video-game play on information processing: A meta-analytic investigation. Psychon Bull Rev 2013;20:1055–1079.
  • [16] Király O, Sleczka P, Pontes HM, Urbán R., Griffiths MD, Demetrovics Z. Validation of the ten-item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addict Behav 2017;64:253– 260.
  • [17] Straker L, Zabatiero J, Danby S, Thorpe K, Edwards S. Conflicting guidelines on young children’s screen time and use of digital technology create policy and practice dilemmas. J Pediatr 2018;202:300-303.
  • [18] Brewin CR, Ma BYT, Colson J. Effects of experimentally induced dissociation on attention and memory. Conscious Cogn 2013;22:315–323.
  • [19] Pancar Z, Ozdal M, Pancar S, Bicer M. Investigation of visual and auditory simple reaction time of 11-18 aged youth. European Journal of Physical Education and Sport Science 2016;2(4):145-152.
  • [20] Della Sala S, Gray C, Baddeley AD, Allamano N, Wilson L. Pattern span: A tool for unwelding visuospatial memory. Neuropsychologia 1999;37:1189–1199.
  • [21] Gómez-Gonzalvo F, Molina P, Devís-Devís J. Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor. Entertain Comput 2020;34:1003662.
  • [22] Buelow MT, Okdie BM, Cooper AB. The influence of video games on executive functions in college students. Comput Hum Behav 2015;45:228–234.
  • [23] Dykiert D, Der G, Starr JM, Deary IJ. Sex Differences in Reaction Time Mean and Intraindividual Variability Across the Life Span. Dev Psychol 2012;48(5):1262-1276.
  • [24] Matthew WG, Dye M, Green C, Bavelier D. Increasing speed of processing with action video games. Curr Dir Psychol Sci 2009;18(6):321-326.
  • [25] Mishra J, Zinni M, Bavelier D, Hillyard SA. Neural basis of superior performance of action videogame players in an attention-demanding task. J Neurosci 2011;31(3):992-998.
  • [26] Shelton J, Kumar GP. Comparison between auditory and visual simple reaction times. Neuroscience & Medicine 2010;1:30–32.
  • [27] Birinci YZ, Şahin Ş, Pancar S. Investigation of the Reaction Times of 13-14 Years Old Video Game Players and Racket Athletes. European Journal of Physical Education and Sport Science 2018;4(1):119-131.
  • [28] Moisala M, Salmela V, Hietajärvi L, Carlson S, Vuontela V, Lonka K, Hakkarainen K, Salmela-Aro K, Alho K. Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Research 2017;1655:204–215.
  • [29] Hazarika J, Dasgupta R. Neural correlates of action video game experience in a visuospatial working memory task. Neural Computing and Applications 2020;32:3431–3440.
  • [30] Green CS, Kattner F, Eichenbaum A, Bediou B, Adams DM, Mayer RE, Bavelier D. Playing some video games but not others is related to cognitive abilities: A critique of Unsworth et al. (2015). Psychol Sci 2017;28(5):679–682.
  • [31] Waris O, Jaeggi SM, Seitz AR, Lehtonen M, Soveri A, Lukasik KM, Soderstrom U, Cohen Hoffing RA, Laine M. Video gaming and working memory: a large-scale cross-sectional correlative study. Comput Hum Behav 2019;97:94–103.
  • [32] Shetty RJ, Gupta Y, Palsule SP, Kale J, Shah P. Effect of smartphone use on hand dexterity in medical students: an observational cross-sectional study. Indian Journal of Occupational Therapy 2019;51:136–9
Yıl 2022, Cilt: 12 Sayı: 2, 493 - 498, 30.06.2022
https://doi.org/10.33808/clinexphealthsci.990236

Öz

Kaynakça

  • [1] Newzoo Global Games Market Report. 2020. Available from: https://newzoo.com/insights/trend-reports/newzoo-global games-market-report-2020-light-version/
  • [2] Strasburger VC, Jordan AB, Donnerstein E. Children, adolescents, and the media: Health effects. Pediatr Clin North Am 2012;59(3):533–587.
  • [3] Prot S, Anderson CA, Gentile DA, Brown SC, Swing EL. The positive and negative effects of video game play. Jordan AB, Romer D, editors. Media and the Well-Being of Children and Adolescents. Oxford University Press; 2014. p.109–128.
  • [4] Gentile DA, Choo H, Liau A, Sim T, Li D, Fung D, Khoovd A. Pathological video game use among youths: A two-year longitudinal study. J Pediatr 2011;127(2):e319-e329.
  • [5] Irmak AY, Ardic A. Dijital oyunların çocuk ve ergenler üzerindeki etkileri: literatür inceleme. Gençlik Araştırmaları Dergisi 2018;6(16):71–85.
  • [6] Gervasi AM., La Marca L, Lombardo E, Mannino G, Iacolino C, Schimmenti A. Maladaptive personality traits and internet addiction symptoms among young adults: a study based on the alternative DSM-5 model for personality disorders. Clin Neuropsychiatry 2017;14(1):20-28.
  • [7] Granic I, Lobel A, Engels R. The benefits of playing video games. Am Psychol 2014;69(1):66-78.
  • [8] Nuyens F, Kuss DJ, Lopez-Fernandez O, Griffiths MD. The empirical analysis of non-problematic video gaming and cognitive skills: A systematic review. Int J Ment Health Addict 2018;17:389-414.
  • [9] Bediou B, Adams DM, Mayer RE, Tipton E, Green CS, Bavelier D. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol Bull 2018;144(1):77- 110.
  • [10] Blacker KJ, Curby KM. Enhanced visual short-term memory in action videogame players. Atten Percept Psychophys 2013;75:1128–1136.
  • [11] McDermott AF, Bavelier D, Green CS. Memory abilities in action video game players. Comput Hum Behav 2014;34:69–78.
  • [12] Collins E, Freeman J. Video game use and cognitive performance: Does it vary with the presence of problematic video game use? Cyberpsychol Behav Soc Netw 2014;17:153–159.
  • [13] Unsworth N, Redick TS, McMillan BD, Hambrick DZ, Kane MJ, Engle RW. Is playing video games related to cognitive abilities? Psychol Sci 2015;26(6):759–774.
  • [14] Boot WR, Blakely DP, Simons DJ. Do action video games improve perception and cognition? Front Psychol 2011;2:226.
  • [15] Powers KL, Brooks PJ, Aldrich NJ, Palladino MA, Alfieri L. Effects of video-game play on information processing: A meta-analytic investigation. Psychon Bull Rev 2013;20:1055–1079.
  • [16] Király O, Sleczka P, Pontes HM, Urbán R., Griffiths MD, Demetrovics Z. Validation of the ten-item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addict Behav 2017;64:253– 260.
  • [17] Straker L, Zabatiero J, Danby S, Thorpe K, Edwards S. Conflicting guidelines on young children’s screen time and use of digital technology create policy and practice dilemmas. J Pediatr 2018;202:300-303.
  • [18] Brewin CR, Ma BYT, Colson J. Effects of experimentally induced dissociation on attention and memory. Conscious Cogn 2013;22:315–323.
  • [19] Pancar Z, Ozdal M, Pancar S, Bicer M. Investigation of visual and auditory simple reaction time of 11-18 aged youth. European Journal of Physical Education and Sport Science 2016;2(4):145-152.
  • [20] Della Sala S, Gray C, Baddeley AD, Allamano N, Wilson L. Pattern span: A tool for unwelding visuospatial memory. Neuropsychologia 1999;37:1189–1199.
  • [21] Gómez-Gonzalvo F, Molina P, Devís-Devís J. Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor. Entertain Comput 2020;34:1003662.
  • [22] Buelow MT, Okdie BM, Cooper AB. The influence of video games on executive functions in college students. Comput Hum Behav 2015;45:228–234.
  • [23] Dykiert D, Der G, Starr JM, Deary IJ. Sex Differences in Reaction Time Mean and Intraindividual Variability Across the Life Span. Dev Psychol 2012;48(5):1262-1276.
  • [24] Matthew WG, Dye M, Green C, Bavelier D. Increasing speed of processing with action video games. Curr Dir Psychol Sci 2009;18(6):321-326.
  • [25] Mishra J, Zinni M, Bavelier D, Hillyard SA. Neural basis of superior performance of action videogame players in an attention-demanding task. J Neurosci 2011;31(3):992-998.
  • [26] Shelton J, Kumar GP. Comparison between auditory and visual simple reaction times. Neuroscience & Medicine 2010;1:30–32.
  • [27] Birinci YZ, Şahin Ş, Pancar S. Investigation of the Reaction Times of 13-14 Years Old Video Game Players and Racket Athletes. European Journal of Physical Education and Sport Science 2018;4(1):119-131.
  • [28] Moisala M, Salmela V, Hietajärvi L, Carlson S, Vuontela V, Lonka K, Hakkarainen K, Salmela-Aro K, Alho K. Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Research 2017;1655:204–215.
  • [29] Hazarika J, Dasgupta R. Neural correlates of action video game experience in a visuospatial working memory task. Neural Computing and Applications 2020;32:3431–3440.
  • [30] Green CS, Kattner F, Eichenbaum A, Bediou B, Adams DM, Mayer RE, Bavelier D. Playing some video games but not others is related to cognitive abilities: A critique of Unsworth et al. (2015). Psychol Sci 2017;28(5):679–682.
  • [31] Waris O, Jaeggi SM, Seitz AR, Lehtonen M, Soveri A, Lukasik KM, Soderstrom U, Cohen Hoffing RA, Laine M. Video gaming and working memory: a large-scale cross-sectional correlative study. Comput Hum Behav 2019;97:94–103.
  • [32] Shetty RJ, Gupta Y, Palsule SP, Kale J, Shah P. Effect of smartphone use on hand dexterity in medical students: an observational cross-sectional study. Indian Journal of Occupational Therapy 2019;51:136–9
Toplam 32 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Sağlık Kurumları Yönetimi
Bölüm Articles
Yazarlar

Aylin Yalçın Irmak 0000-0002-5879-4363

Ülfiye Çelikkalp 0000-0002-9945-2984

Gülsün Özdemir 0000-0003-0550-3195

Şıhmehmet Yiğit 0000-0002-6770-8711

Yayımlanma Tarihi 30 Haziran 2022
Gönderilme Tarihi 3 Eylül 2021
Yayımlandığı Sayı Yıl 2022 Cilt: 12 Sayı: 2

Kaynak Göster

APA Yalçın Irmak, A., Çelikkalp, Ü., Özdemir, G., Yiğit, Ş. (2022). Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players. Clinical and Experimental Health Sciences, 12(2), 493-498. https://doi.org/10.33808/clinexphealthsci.990236
AMA Yalçın Irmak A, Çelikkalp Ü, Özdemir G, Yiğit Ş. Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players. Clinical and Experimental Health Sciences. Haziran 2022;12(2):493-498. doi:10.33808/clinexphealthsci.990236
Chicago Yalçın Irmak, Aylin, Ülfiye Çelikkalp, Gülsün Özdemir, ve Şıhmehmet Yiğit. “Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players”. Clinical and Experimental Health Sciences 12, sy. 2 (Haziran 2022): 493-98. https://doi.org/10.33808/clinexphealthsci.990236.
EndNote Yalçın Irmak A, Çelikkalp Ü, Özdemir G, Yiğit Ş (01 Haziran 2022) Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players. Clinical and Experimental Health Sciences 12 2 493–498.
IEEE A. Yalçın Irmak, Ü. Çelikkalp, G. Özdemir, ve Ş. Yiğit, “Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players”, Clinical and Experimental Health Sciences, c. 12, sy. 2, ss. 493–498, 2022, doi: 10.33808/clinexphealthsci.990236.
ISNAD Yalçın Irmak, Aylin vd. “Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players”. Clinical and Experimental Health Sciences 12/2 (Haziran 2022), 493-498. https://doi.org/10.33808/clinexphealthsci.990236.
JAMA Yalçın Irmak A, Çelikkalp Ü, Özdemir G, Yiğit Ş. Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players. Clinical and Experimental Health Sciences. 2022;12:493–498.
MLA Yalçın Irmak, Aylin vd. “Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players”. Clinical and Experimental Health Sciences, c. 12, sy. 2, 2022, ss. 493-8, doi:10.33808/clinexphealthsci.990236.
Vancouver Yalçın Irmak A, Çelikkalp Ü, Özdemir G, Yiğit Ş. Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players. Clinical and Experimental Health Sciences. 2022;12(2):493-8.

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