scholarly journals A comparative analysis of the processing speed between video game players and non-players

Author(s):  
Helena Pardina Torner ◽  
Xavier Carbonell ◽  
Marcos Castejón

Speed is an essential cognitive skill in our day to day life, as such, it has been extensively studied. The uncertainty of whether the processing speed can be increased with appropriate training-within one individual, across a range of tasks, and without compromising accuracy- remains to this day. The aim of the present study was to analyse the processing speed of video game players and compare it to non-video game players to see if there are any significant differences between these two groups. To this end, a questionnaire on gaming habits and sociodemographic data, and two tests that evaluate the processing speed were administered to a sample of 50 university students from different degrees. The scores were then compared and, taking into account the possible errors, results showed that video game players have a shorter reaction time than non-video game players and that neither of the groups made more mistakes than the other.

2019 ◽  
Author(s):  
Julia Egger ◽  
Caroline F Rowland ◽  
Christina Bergmann

Visual reaction times to target pictures after naming events are an informative measurement in language acquisition research, because gaze shifts measured in looking-while-listening paradigms are an indicator of infants’ lexical speed of processing. This measure is very useful as it can be applied from a young age onwards and has been linked to later language development. However, to obtain valid reaction times, the infant is required to switch the fixation of their eyes from a distractor to a target object. This means that usually at least half the trials have to be discarded - those where the participant is already fixating the target at the onset of the target word - so that no reaction time can be measured. With few trials, reliability suffers, which is especially problematic when studying individual differences.In order to solve this problem, we developed a gaze-triggered looking-while-listening paradigm. The trials do not differ from the original paradigm apart from the fact that the target object is chosen depending on the infant’s eye fixation before naming. The object the infant is looking at becomes the distractor and the other object is used as the target, requiring a fixation switch, and thus providing a reaction time. We tested our paradigm with forty-three 18-month-old infants, comparing the results to those from the original paradigm. The gaze-triggered paradigm yielded more valid reaction time trials, as anticipated. The results of a ranked correlation between the conditions confirmed that the manipulated paradigm measures the same concept as the original paradigm.


2020 ◽  
Vol 52 (5) ◽  
pp. 2188-2201 ◽  
Author(s):  
Julia Egger ◽  
Caroline F. Rowland ◽  
Christina Bergmann

Abstract Visual reaction times to target pictures after naming events are an informative measurement in language acquisition research, because gaze shifts measured in looking-while-listening paradigms are an indicator of infants’ lexical speed of processing. This measure is very useful, as it can be applied from a young age onwards and has been linked to later language development. However, to obtain valid reaction times, the infant is required to switch the fixation of their eyes from a distractor to a target object. This means that usually at least half the trials have to be discarded—those where the participant is already fixating the target at the onset of the target word—so that no reaction time can be measured. With few trials, reliability suffers, which is especially problematic when studying individual differences. In order to solve this problem, we developed a gaze-triggered looking-while-listening paradigm. The trials do not differ from the original paradigm apart from the fact that the target object is chosen depending on the infant’s eye fixation before naming. The object the infant is looking at becomes the distractor and the other object is used as the target, requiring a fixation switch, and thus providing a reaction time. We tested our paradigm with forty-three 18-month-old infants, comparing the results to those from the original paradigm. The Gaze-triggered paradigm yielded more valid reaction time trials, as anticipated. The results of a ranked correlation between the conditions confirmed that the manipulated paradigm measures the same concept as the original paradigm.


2019 ◽  
Author(s):  
Hannah J Stewart ◽  
Jasmin L Martinez ◽  
Audrey Perdew ◽  
C. Shawn Green ◽  
David R Moore

A training method to improve speech hearing in noise has proven elusive, with most methods failing to transfer to untrained tasks. In contrast, transfer of visual learning to untrained tasks has been found in action video game players (AVGPs). It has been proposed that AVGP training improves underlying probabilistic thinking. However, most evidence is based on untrained visual tasks. This study aimed to expand the investigation to untrained auditory tasks to test cross-modal generalization, a tenet of learned probabilistic thinking. Eighty participants with mixed AVGP experience were tested on a visual reaction time task that has reliably shown superior performance in AVGPs compared to non-players and multi-genre video game players. Auditory cognition and perception were tested using auditory reaction time and two speech-in-noise tasks. Performance of AVGPs on the visual task replicated previous positive findings. However, no significant benefit of training was found on the auditory tasks. We suggest that, while AVGPs interact meaningfully with a rich visual environment during play, they may not interact with the games’ auditory environment. These results suggest that far transfer learning during action video game play is modality-specific and that an acoustically relevant auditory environment may be needed to improve auditory probabilistic thinking.


Author(s):  
Sekhar Jiwal ◽  
Preeti Jain ◽  
Ajay Kumar Jain

AbstractVideo game players have been shown to significantly out-perform non-video game players on a wide range of cognitive tasks. Exposure to specific genres of video games may also have a significant bearing in impacting certain task-specific domains of cognition. However, there is limited availability of scientific literature exploring the role of mobile game sub-genres on the cognitive abilities of an individual. The present study was therefore conducted to assess and compare the impact of playing either endless running video games (ERGs) or match three video games (MTGs) on behavioral and neuro-electrical correlates of cognitive performance in young adults, by using reaction time (RT) and P300, respectively. The ERG group included 45 male:female (M:F) ratio = 38:7 and the MTG group included 39 (M:F = 21:18) subjects who played ≥5 h/week of each respective video game genre in past 6 months. The ERG group had better behavioral performance in comparison to the MTG group, as indexed by their significantly faster visual reaction time (VRT). The ERG subjects also had significantly lower P300 amplitudes as compared to MTG subjects. However, no difference in either auditory reaction time (ART) or P300 latency could be ascertained between the two groups. These results suggest that not only were ERG players able to make faster decisions and performed better in visuo-motor tasks but, also had better optimization of neural resources in them as compared to the MTG players. The current data supports the notion that not only exposure to video games but also the nature (i.e. genre) of mobile game play determines the extent to which neural processes concerned with attentional orientation, information processing and cognitive control are influenced.


2019 ◽  
Vol 35 (1) ◽  
pp. 117-125
Author(s):  
Johannes Schult ◽  
Rebecca Schneider ◽  
Jörn R. Sparfeldt

Abstract. The need for efficient personality inventories has led to the wide use of short instruments. The corresponding items often contain multiple, potentially conflicting descriptors within one item. In Study 1 ( N = 198 university students), the reliability and validity of the TIPI (Ten-Item Personality Inventory) was compared with the reliability and validity of a modified TIPI based on items that rephrased each two-descriptor item into two single-descriptor items. In Study 2 ( N = 268 university students), we administered the BFI-10 (Big Five Inventory short version) and a similarly modified version of the BFI-10 without two-descriptor items. In both studies, reliability and construct validity values occasionally improved for separated multi-descriptor items. The inventories with multi-descriptor items showed shortcomings in some factors of the TIPI and the BFI-10. However, the other scales worked comparably well in the original and modified inventories. The limitations of short personality inventories with multi-descriptor items are discussed.


2020 ◽  
Author(s):  
Xiaowei Cai ◽  
Jose-Javier Cebollada-Calvo ◽  
Monica Cortinas

Games ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 44
Author(s):  
Luis Santos-Pinto ◽  
Tiago Pires

We analyze the impact of overconfidence on the timing of entry in markets, profits, and welfare using an extension of the quantity commitment game. Players have private information about costs, one player is overconfident, and the other one rational. We find that for slight levels of overconfidence and intermediate cost asymmetries, there is a unique cost-dependent equilibrium where the overconfident player has a higher ex-ante probability of being the Stackelberg leader. Overconfidence lowers the profit of the rational player but can increase that of the overconfident player. Consumer rents increase with overconfidence while producer rents decrease which leads to an ambiguous welfare effect.


2021 ◽  
Vol 65 ◽  
pp. 101530
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Thu-Trang Vuong ◽  
...  

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