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dc.contributor.authorJeong, Ji Hyeok-
dc.contributor.authorPark, Hyun-Jung-
dc.contributor.authorYeo, Sang-Hoon-
dc.contributor.authorKim, Hyungmin-
dc.date.accessioned2024-01-19T17:31:45Z-
dc.date.available2024-01-19T17:31:45Z-
dc.date.created2021-09-05-
dc.date.issued2020-06-
dc.identifier.issn1424-8220-
dc.identifier.urihttps://pubs.kist.re.kr/handle/201004/118575-
dc.description.abstractThis study aims to bridge the gap between the discrepant views of existing studies in different modalities on the cognitive effect of video game play. To this end, we conducted a set of tests with different modalities within each participant: (1) Self-Reports Analyses (SRA) consisting of five popular self-report surveys, and (2) a standard Behavioral Experiment (BE) using pro- and antisaccade paradigms, and analyzed how their results vary between Video Game Player (VGP) and Non-Video Game Player (NVGP) participant groups. Our result showed that (1) VGP scored significantly lower in Behavioral Inhibition System (BIS) than NVGP (p = 0.023), and (2) VGP showed significantly higher antisaccade error rate than NVGP (p = 0.005), suggesting that results of both SRA and BE support the existing view that video game play has a maleficent impact on the cognition by increasing impulsivity. However, the following correlation analysis on the results across individual participants found no significant correlation between SRA and BE, indicating a complex nature of the cognitive effect of video game play.-
dc.languageEnglish-
dc.publisherMDPI-
dc.subjectINTERNET GAMING DISORDER-
dc.subjectINHIBITORY CONTROL-
dc.subjectCOMPUTER GAME-
dc.subjectFUNCTIONAL CONNECTIVITY-
dc.subjectRESPONSE-INHIBITION-
dc.subjectGENDER-DIFFERENCES-
dc.subjectRISK-FACTORS-
dc.subjectATTENTION-
dc.subjectADDICTION-
dc.subjectPLAYERS-
dc.titleA Multimodal Analysis Combining Behavioral Experiments and Survey-Based Methods to Assess the Cognitive Effect of Video Game Playing: Good or Evil?-
dc.typeArticle-
dc.identifier.doi10.3390/s20113219-
dc.description.journalClass1-
dc.identifier.bibliographicCitationSENSORS, v.20, no.11-
dc.citation.titleSENSORS-
dc.citation.volume20-
dc.citation.number11-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.identifier.wosid000552737900212-
dc.identifier.scopusid2-s2.0-85086144796-
dc.relation.journalWebOfScienceCategoryChemistry, Analytical-
dc.relation.journalWebOfScienceCategoryEngineering, Electrical & Electronic-
dc.relation.journalWebOfScienceCategoryInstruments & Instrumentation-
dc.relation.journalResearchAreaChemistry-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalResearchAreaInstruments & Instrumentation-
dc.type.docTypeArticle-
dc.subject.keywordPlusINTERNET GAMING DISORDER-
dc.subject.keywordPlusINHIBITORY CONTROL-
dc.subject.keywordPlusCOMPUTER GAME-
dc.subject.keywordPlusFUNCTIONAL CONNECTIVITY-
dc.subject.keywordPlusRESPONSE-INHIBITION-
dc.subject.keywordPlusGENDER-DIFFERENCES-
dc.subject.keywordPlusRISK-FACTORS-
dc.subject.keywordPlusATTENTION-
dc.subject.keywordPlusADDICTION-
dc.subject.keywordPlusPLAYERS-
dc.subject.keywordAuthorinternet gaming disorder-
dc.subject.keywordAuthorvideo game addiction-
dc.subject.keywordAuthorimpulsivity-
dc.subject.keywordAuthorresponse inhibition-
dc.subject.keywordAuthorprosaccade-
dc.subject.keywordAuthorantisaccade-
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