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Author(s):  
Mengxin He ◽  
Lin-Xuan Xu ◽  
Chiang-shan R. Li ◽  
Zihan Liu ◽  
Jiaqi Hu ◽  
...  

Objective Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. Background Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. Method In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. Results After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. Conclusion RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.


Author(s):  
Rosa Angela Fabio ◽  
Massimo Ingrassia ◽  
Marco Massa

The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sascha Kraus ◽  
Thomas Niemand ◽  
Stephanie Scott ◽  
Kaisu Puumalainen ◽  
Raphael Oberreiner

PurposeThis article addresses the need for further conceptual development of the factors that influence the development of the entrepreneurial mindset. It focuses on finding a link between the classic mental models of entrepreneurship and those that are employed during video game play to explore if similarities exist.Design/methodology/approachUsing theories of entrepreneurship and opportunity recognition, the study examines a sample of 217 video gamers.FindingsThe results of this study suggest that an individual who exhibits a high level of entrepreneurial orientation (EO) has an enhanced opportunity recognition capability when the intensity of playing video games is also high. Various genres of games were controlled for; however, it was found that shooting games have the highest effect on the emergence of opportunity recognition.Originality/valueThus, the study reveals that some game activities can be linked to entrepreneurial cognitions. This has implications for the entrepreneurial intent literature as it reveals certain actions can be linked with entrepreneurial information processing. These findings are useful for game designers and managers as well.


2021 ◽  
Vol 15 ◽  
Author(s):  
Chadley Kemp ◽  
Paula R. Pienaar ◽  
Dominique T. Rosslee ◽  
Gosia Lipinska ◽  
Laura C. Roden ◽  
...  

Video gaming is a popular, globally recognized phenomenon, played recreationally or competitively as esports. Gaming is a typically sedentary nighttime activity; therefore, the potential to impact sleep and health is high. Furthermore, there are limited studies on adult gamers, who represent the majority demographic in esports. This review examines evidence describing sleep in habitual adult gamers to understand the associated risk for cardiometabolic disease or the benefits to gaming performance. Three electronic databases (PubMed, Scopus, ISI Web of Science) were searched for peer-reviewed articles published between January 2000 – April 2020. Twelve studies reporting on sleep in habitual adult gamers were included. A narrative synthesis was employed to report results, owing to high levels of heterogeneity across the included studies. Gamers with higher gaming addiction scores were more likely to have shorter, poorer quality sleep and greater daytime sleepiness and insomnia scores than gamers with lower gaming addiction scores and non-gamers. In addition, high-volume gamers were more likely to have worsened sleep quantity and quality, with delayed sleep timing and increased prevalence of insomnia. Despite limitations in the design of the included studies, excessive gaming is broadly associated with worsened sleep parameters. Noteworthy is the lack of studies investigating cardiometabolic health in gamers. Future work should explore the relative contribution and associated risk that various games, genres, and timing of gaming activities have on sleep, physical and mental health, particularly in vulnerable gaming cohorts engaged with contemporary forms of gaming and esports.


2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Róbert Arnold-Stein ◽  
Ildikó Hortobágyi

Video games have undergone an extensive technological advancement which has triggered a rapid shift in the role and potency the different media have gained in meeting infotainment needs. The widespread use of the internet has increased the frequency of video gaming among the youth thus promoting the emergence of linguistic material which could be instrumental in second language acquisition. The present paper aims to reveal the linguistic gains from virtual multicultural environments for video gamers in relation to their communication needs, a situation which rightfully characterizes them as bilinguals. Despite the continuing linguistic experimentation activities initiated by researchers, the video gamers’ language utilization has not been paid much attention to as potential research domain in bi/multilingualism. The research has capitalized on the germane information of a cross sectional survey conducted on secondary school video gamer students in Hungary by investigating their language use habits derived from video game usage. The ample research scope results contribute to filling the linguistic gap of word formation methods, translanguaging, diglossia and bidialectalism by comparing the international and Hungarian instances of the video gamer argot. We also journey through the description, modelling, explanation of several processes which could happen within and outside the digital world as an illustration of language use in contact.


2021 ◽  
Vol 13 (4) ◽  
pp. 51
Author(s):  
Nathan N. Su

The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.


2021 ◽  
Vol 9 (09) ◽  
pp. 274-279
Author(s):  
Sumanta Bhattacharya ◽  
◽  
Bhavneet Kaur Sachdev ◽  
Arpan Kundu ◽  
Khewan Bansal ◽  
...  

Cyber space industry has made massive profit during this pandemic with everything going online along with the electronic industry in India , Today , Asia has the maximum population playing video gamers, the gaming industry is earning in billions , digital education , digital economy , work from home everything went online over night , which gave rise to cyber crime cases in India . India data is vulnerable and there is no cyber law which talks about privacy , more than 50% of the population lost their sensitive information online , there was cases of online job frauds and debit and credit fraud . The cyber law in India requires reform where phishing and cyber warfare are given legal protection in India , DATA protection , privacy and spamming requires legal attention . Banks are sensitive to cyber criminal because of the poor cyber security system and not so strong cyber laws which has affected the economy , people have lost many in lacs in these months , The cases of risen in 2020 to 2021 . India also needs to upgrade its cyber security policy and bring in professional in this field.


2021 ◽  
Vol 7 (3) ◽  
pp. e001194
Author(s):  
Nicholas Harding ◽  
Habib Noorbhai

ObjectivesThe aim of this research study was to determine the physical activity levels of non-active video gamers, and to determine how much other time was spent with sedentary behaviours, both in recreational and occupational domains.MethodsThe study used the International Physical Activity Questionnaire, and investigated physical activity levels and health data of seated gamers. Typical weekly gaming habits, self-reported musculoskeletal pain and physical activity levels experienced by participants while gaming was also obtained.ResultsOut of a total of 102 participants, 69.6% stated that they game for 3 hours or more on a typical weekday. Most participants video game seated or reclined (96.1%, p=0.01), with only four participants engaging in some form of active video gaming. In relation to physical activity levels, despite the high frequency and duration of gameplay, 87.3% of participants stated they engaged in moderate-intensity physical activity (p=0.02). There was an association with video gaming and musculoskeletal pain, with over half of the participants stating they experienced pain while gaming. There was also a link between seated video gaming and musculoskeletal pain among participants.ConclusionFindings from this study show that the high frequency and duration of video gaming among gamers does not affect physical activity for moderate and vigorous intensities, but does affect musculoskeletal pain. Further research is required to determine whether video gaming has a significant effect on lifestyle, sedentary habits and musculoskeletal health, especially in the context of the COVID-19 pandemic where sedentary behaviour has likely increased.


Author(s):  
Loredana Marchica ◽  
Jérémie Richard ◽  
Devin Mills ◽  
William Ivoska ◽  
Jeffrey Derevensky

AbstractBackground and aimsEsports betting is an emerging gambling activity where individuals place bets on an organized video gaming competition. It represents only one of several gambling activities commonly endorsed by adolescents. To date, limited research has explored the relationship between esports betting and mental health among adolescents and its convergence with both problem gambling (PG) and problem video gaming (PVG). The present study examined the relation between esports betting, PG and PVG, and both externalizing and internalizing problems among adolescents while accounting for adolescents' video gaming intensity (i.e., how often they play 2 h or more in a day) and engagement in other gambling activities.MethodsData was collected from 6,810 adolescents in Wood County, Ohio schools. A subset of 1,348 adolescents (Mage = 14.67 years, SD = 1.73, 64% male) who had gambled and played video games during the past year were included in the analyses.ResultsApproximately 20% (n = 263) of the included sample had bet on esports during the past year. Esports betting was positively correlated with other forms of gambling, both PG and PVG, and externalizing behaviors. Mediation analyses revealed esports betting was associated to both internalizing and externalizing problems through PVG and not PG.ConclusionsEsports betting may be particularly appealing to adolescents who are enthusiastic video gamers. As such, regulators must be vigilant to ensure codes of best practices are applied to esports betting operators specifically for underaged individuals.


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