TY - JOUR
T1 - A comparative analysis of the processing speed between video game players and non-players
AU - Pardina-Torner, Helena
AU - Carbonell, Xavier
AU - Castejón, Marcos
N1 - Publisher Copyright:
© Facultat de Psicologia, Ciències de l'Educació i de l'Esport Blanquerna Universitat Ramon Llull
PY - 2019
Y1 - 2019
N2 - Processing speed is an essential cognitive skill in our everyday lives, and, as such, it has been extensively studied. However, there is still uncertainty as to when and how, with appropriate training, an individual's processing speed can be increased across a range of tasks without compromising accuracy. While playing action video games, individuals are required to process information at high speed, forcing the players to make instantaneous decisions and execute responses. Therefore, it seems worth investigating the possibility that the use of video games might serve as an efficient training mechanism for individuals wishing to speed up their overall perceptual reaction times (without sacrificing accuracy). Thus, the aim of the present study is to analyze the processing speed of video game players and compare it to that of non-video game players in order to determine whether these two groups display any significant differences. To this end, a questionnaire collecting data on gaming habits and so-ciodemographic data, as well as two tests that evaluate processing speed, were administered to a sample of 50 university students enrolled in different degree programmes. The scores of the two groups were then compared, and (taking into account possible experimental error) the results showed that video game players have a shorter reaction time than non-video game players and that neither of the groups made more mistakes than the other.
AB - Processing speed is an essential cognitive skill in our everyday lives, and, as such, it has been extensively studied. However, there is still uncertainty as to when and how, with appropriate training, an individual's processing speed can be increased across a range of tasks without compromising accuracy. While playing action video games, individuals are required to process information at high speed, forcing the players to make instantaneous decisions and execute responses. Therefore, it seems worth investigating the possibility that the use of video games might serve as an efficient training mechanism for individuals wishing to speed up their overall perceptual reaction times (without sacrificing accuracy). Thus, the aim of the present study is to analyze the processing speed of video game players and compare it to that of non-video game players in order to determine whether these two groups display any significant differences. To this end, a questionnaire collecting data on gaming habits and so-ciodemographic data, as well as two tests that evaluate processing speed, were administered to a sample of 50 university students enrolled in different degree programmes. The scores of the two groups were then compared, and (taking into account possible experimental error) the results showed that video game players have a shorter reaction time than non-video game players and that neither of the groups made more mistakes than the other.
KW - Comparative analysis
KW - Learning transfer
KW - Processing speed
KW - Reaction time
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=85066843184&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85066843184
SN - 1138-3194
VL - 37
SP - 13
EP - 20
JO - Aloma
JF - Aloma
IS - 1
ER -