Comparison of Reaction Time, Accuracy, and Practice Effects Between Gamers, Semi-Gamers, and Non-Gamers.

Background: Video games are largely favoured by younger generations. Many researchers have shown the positive effect of video games on the brain and cognitive functions. This study aims to compare visual reaction time, accuracy, and practice effects between gamers, semi-gamers, and non-gamers and to...

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Publicado en:Optometry & Visual Performance Vol. 11; no. 3; pp. 179 - 185
Autores principales: Usgaonkar, Ugam P. S., Braganca, Cleta F., Shetty, Aksha
Formato: research tables/charts Journal Article
Publicado: Optometric Extension Program Oct2023
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2023
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      pub: Optometric Extension Program
      place: Lutherville Timonium, Maryland
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        atl: Comparison of Reaction Time, Accuracy, and Practice Effects Between Gamers, Semi-Gamers, and Non-Gamers.
      aug:
        au:
          Usgaonkar, Ugam P. S.
          Braganca, Cleta F.
          Shetty, Aksha
        affil: Goa Medical College • Goa, India
      sug:
        subj:
          Reaction Time
          Video Games
          Visual Perception
          Attention
          Cognition Evaluation
          Human
          Cross Sectional Studies
          Comparative Studies
          Paired T-Tests
          One-Way Analysis of Variance
          Adolescence
          Young Adult
          India
          Optometry
          Students, Health Occupations
          Mobile Applications
          Data Analysis Software
          Descriptive Statistics
          Female
          Male
          Adolescent: 13-18 years
          Female
          Male
      ab: Background: Video games are largely favoured by younger generations. Many researchers have shown the positive effect of video games on the brain and cognitive functions. This study aims to compare visual reaction time, accuracy, and practice effects between gamers, semi-gamers, and non-gamers and to investigate whether previously inexperienced participants can improve their performance with practice. METHODS: A cross-sectional study was conducted among gamers, semi-gamers, and non-gamers, in which each group comprised 15 subjects. A mobile-based reaction time application and a reaction trainer application were used to measure reaction time, score, and accuracy rate. Practice sessions were administered for all of the subjects over a period of one week, and the measurements were repeated. Paired-t test was used to compare various parameters before and after practice. Comparison between the three groups was made using a one-way ANOVA. RESULTS: Reaction time decreased significantly after practice in all groups. The semi-gamers and non-gamers, however, showed significant improvement compared to gamers. Comparing the three groups, the gamers displayed the shortest reaction time, both before (mean=251.20 msec, p=0.015) and after (mean=240.60 msec, p=0.113) practice. The accuracy rate was highest among the gamers. Gamers achieved higher scores both before (p=0.009) and after practice (p=0.001) compared to those having little or no gaming experience. CONCLUSION: Regular involvement in action video games resulted in improvement in attentional and cognitive skills in gamers, leading to better performance in reaction time, score, and accuracy rate compared to semi-gamers and non-gamers. The administration of practice over a short period of time drastically improved the performance of the non-gamers.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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