scholarly journals A Multimodal Analysis Combining Behavioral Experiments and Survey-Based Methods to Assess the Cognitive Effect of Video Game Playing: Good or Evil?

Sensors ◽  
2020 ◽  
Vol 20 (11) ◽  
pp. 3219
Author(s):  
Ji Hyeok Jeong ◽  
Hyun-Jung Park ◽  
Sang-Hoon Yeo ◽  
Hyungmin Kim

This study aims to bridge the gap between the discrepant views of existing studies in different modalities on the cognitive effect of video game play. To this end, we conducted a set of tests with different modalities within each participant: (1) Self-Reports Analyses (SRA) consisting of five popular self-report surveys, and (2) a standard Behavioral Experiment (BE) using pro- and antisaccade paradigms, and analyzed how their results vary between Video Game Player (VGP) and Non-Video Game Player (NVGP) participant groups. Our result showed that (1) VGP scored significantly lower in Behavioral Inhibition System (BIS) than NVGP (p = 0.023), and (2) VGP showed significantly higher antisaccade error rate than NVGP (p = 0.005), suggesting that results of both SRA and BE support the existing view that video game play has a maleficent impact on the cognition by increasing impulsivity. However, the following correlation analysis on the results across individual participants found no significant correlation between SRA and BE, indicating a complex nature of the cognitive effect of video game play.

Author(s):  
Geert P. Verheijen ◽  
William J. Burk ◽  
Sabine E. M. J. Stoltz ◽  
Yvonne H. M. van den Berg ◽  
Antonius H. N. Cillessen

Abstract. Playing video games during adolescence has been linked to both positive and negative outcomes, but it remains unclear which specific aspects of gaming behavior are associated with adjustment. The current study examines the association between distinct aspects of video game play behavior and adolescent adjustment. We focused on five aspects, namely, gaming frequency, the social context, gamer identification, type of game, and motivation for playing. Participants included 705 Dutch adolescents (33.5% female, Mage = 14.07), who completed a survey including self-report and sociometric measures. Results indicated that the frequency of playing games was not associated with adolescent adjustment. However, significant associations did appear for social context, genre of games, and motivation for playing. In addition, the different aspects of gaming showed both beneficial and deleterious relations with adjustment. This research indicates the importance of disaggregating gaming behavior and the necessity to look beyond frequency of play in order to fully understand the impact of gaming on youth.


2014 ◽  
Vol 19 (4) ◽  
pp. 1010-1023 ◽  
Author(s):  
Adam S. Kahn ◽  
Rabindra Ratan ◽  
Dmitri Williams

Author(s):  
Michael Yates ◽  
Jane Hurry

The focus of this research was to investigate whether video game play reframed into the context of cumulative stress could play a moderating role on externalising behavioural outcomes. A sample of 14-15 year old adolescent boys (N = 197) were administered self-report measures relating to video game use, cumulative stress and externalising behaviours. Results showed that video gaming, as measured by time spent playing or genre played had no relationship with externalising behaviours in general. This was true when considered within the context of stress also. Although video game use was not related to conduct disorder, a positive relationship with hyperactivity was found. This may signify that game play is attractive to adolescents who are hyperactive, and that hyperactivity could affect the propensity to play more. Implications of these findings for future research are discussed.


Author(s):  
David Sharek ◽  
Eric Wiebe

Engagement is a worthwhile psychological construct to examine in the context of video games and online training. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory, and Cognitive Load Theory, to operationalize engagement in terms of cognitive load, affect, and performance. An adaptive algorithm was then developed to test the proposed operationalization of engagement. Using a puzzle-based video game, player performance and engagement was compared across three conditions: adaptive gameplay, a traditional linear gameplay, and choice-based gameplay. Results show that those in the adaptive gameplay condition performed higher compared to those in the other two conditions without any degradation of overall affect or self-report of engagement.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Christine Tomlinson

Hostility in video games has been a cause for concern since multiplayer gaming began gaining popularity. Many of the studies conducted on this topic have highlighted negative behaviors as particularly aggressive toward women, but relatively limited in the broad context of general audiences or in contrast to positive multiplayer encounters . This study uses interviews with 54 people and approximately 1900 online forum posts to further investigate player experiences with and understandings of hostility in video game play. Overall, it appears that female players do experience particular kinds of harassment, but that players have been negatively influenced and affected by these types of behavior regardless of gender. Largely, players have begun to feel like they cannot feel comfortable in these spaces or necessarily trust other players to behave in positive ways. For both male and female players, this has led to many avoiding certain types of game or specific titles all together. Additionally, players lack confidence that companies are doing what is necessary to shift the culture and have come to understand toxic players as something to be expected in the community. Because of its frequency, toxicity has become understood as a part of gaming culture and something that, perhaps, is immutable.


2020 ◽  
Vol 04 (02) ◽  
pp. 270-294
Author(s):  
Aniqa Ali ◽  
Dr. Noshina Saleem

The present research study aimed to examining gender differences in gaming patterns and preferences of teenage gamers in Pakistan. The gaming patterns involve frequency of game play and time spent on game play. The video game preferences were measured by exploring game genres and style(mode) in which game players mostly play. The study was quantitative and survey is conducted by using purposive research method as only game player were selected as sample from schools of Islamabad, Pakistan. The close ended questionnaire adapted from ‘Media Self Report Questionnaire’ used by Elliot (2006), Bajovic (2012) and Hodge (2019) was filled by 576 respondents. The study found that teenage girls and boys significantly differ in terms of frequency of game play and time spent on video gaming. It was found that boys mostly play in multiplayer mode and prefer to play action, role playing game and sports game genres. On the other hand girls’ prefer single player mode and adventure, action and horror game genres. The present research can be used as baseline exploratory study for future studies in the domain of video gaming.


Dreaming ◽  
2019 ◽  
Vol 29 (2) ◽  
pp. 127-143 ◽  
Author(s):  
Marc Sestir ◽  
Ming Tai ◽  
Jennifer Peszka

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