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.
adolescent manual dexterity reaction time working memory video game
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The authors are grateful to students and their families, and school administration for their contributions.
Birincil Dil | İngilizce |
---|---|
Konular | Sağlık Kurumları Yönetimi |
Bölüm | Articles |
Yazarlar | |
Yayımlanma Tarihi | 30 Haziran 2022 |
Gönderilme Tarihi | 3 Eylül 2021 |
Yayımlandığı Sayı | Yıl 2022 Cilt: 12 Sayı: 2 |