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Investigating cognitive control benefits in expert video game players.Conder, Julie 11 1900 (has links)
As the popularity of video games increases, a growing literature has begun to
examine the association of video game play with cognitive processes. An advantage in
cognitive control ability for video game players (VGPs) compared to nongamers (nVGPs)
has been suggested by a number of recent studies. Miyake et al. (2000) identify three
separable components of cognitive control: ability to shift mental set, updating and
monitoring of working memory, and ability to inhibit automatic responses. In three sets of
experiments, we investigated claims of a benefit in cognitive control for VGPs compared
to nVGPs. Chapter 2 used two task switching paradigms to examine the ability to shift
mental set, finding no difference in cognitive control between VGPs and nVGPs when
baseline differences in response speed were accounted for. In Chapter 3, a series of nback
experiments to investigate working memory demonstrated that VGPs display an
advantage in spatial processing, but not in cognitive control. Chapter 4 assessed group
differences using three measures of inhibitory control: flanker, Stroop, and go no-go
tasks. The results of these experiments suggest that VGPs may rely more on automaticitybased
response strategies than do nVGPs, but no group differences in cognitive control
were evident. Overall, the results of this dissertation dispute a growing literature that
assumes a cognitive control benefit for VGPs compared to nVGPs. Although VGPs
reliably show faster performance on a range of tasks used to assess cognitive control (e.g.,
task switching paradigms), when examined with careful methods, these observed
differences in performance are not attributable to differences in cognitive control ability. / Dissertation / Doctor of Philosophy (PhD) / Many people enjoy playing video games, and it is important to understand
whether playing these games is associated with differences in the way we think, or our
ability to complete tasks. Previous studies have claimed that playing video games is
associated with increased control over our ability to selectively respond to our
environment. This dissertation uses a series of experiments to compare the cognitive
control ability of video game players (VGPs), and people who do not play video games
(nVGPs). We tested their ability to switch between different tasks, to hold items in
memory, and to withhold responses. Results of these experiments suggest that although
VGPs may generally respond faster and process spatial information better than nVGPs,
there are no differences in cognitive control between VGPs and nVGPs.
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Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming CommunityEvanson, Michele Desiree 10 May 2017 (has links)
No description available.
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Differentiating Video Game Addiction from Other High-Level Engagements Among Adult PlayersChukwu, Leonard O., Ramaswamy, Yazhini January 2021 (has links)
This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic information of the respondents, gaming experience and behavioural components of flow and addiction. We were able to attract 80 adult video game players to participate in the study. Our findings showed that 60% of these 80 adult video game players were not addicted, 34% were highly engaged while 6% of the players were addicted. These findings helped us to infer that not all highly engaged video game players are addicted. Furthermore, most of the addicted players were players who have been playing video games for a long time.
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A Day in the Life of a Sim: Making Meaning of Video Game Avatars and BehaviorsStark, Jessica 10 April 2018 (has links)
No description available.
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