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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Training attention with video games : How playing and training with video games impact attentional networks

Brorsson, David January 2020 (has links)
Video games as an entertainment form are very popular. Understanding what video games do to us in a long-term and short-term manner is therefore of interest. Attention is a widely studied field and research into how attentional networks are affected by video is a research field on the rise. Here, I will be investigating how video game play affects our attentional networks and if it is possible for elderly individuals to train their attentional networks with video games. Video game players have high performance in reaction time and accuracy in different attentional, working memory, and cognitive control tasks. As the difficulty of video games increase video game players seem to more efficiently utilize their attentional networks. Whilst some articles cannot replicate findings in other articles this irregularity might be explained with by level of difficulty or load during task performance. Studies see group differences only when the task difficulty is high. Therefore, an important part of video game research is to find an effective and replicable standard for video game research. Measuring video game play with EEG shows that players better can forgo distracting stimuli in central and peripheral view and discriminating stimuli giving video game players more confidence when making decisions. Video game players also seem to have more efficient processes and functional connectivity in attentional networks but utilizing these networks more as non-video game players as mental load increases. Not only does video game players have more efficient attentional networks, but attentional benefits from video games is also something that can be trained with those who do not play video games. Suggesting that older individuals can utilize video games to train attentional networks.
2

Video game self-efficacy and its effect on training performance

Ortiz, Skilan 01 January 2014 (has links)
This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.

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