Full metadata record
DC Field | Value | Language |
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dc.contributor.author | Jeong, Ji Hyeok | - |
dc.contributor.author | Park, Hyun-Jung | - |
dc.contributor.author | Yeo, Sang-Hoon | - |
dc.contributor.author | Kim, Hyungmin | - |
dc.date.accessioned | 2024-01-19T17:31:45Z | - |
dc.date.available | 2024-01-19T17:31:45Z | - |
dc.date.created | 2021-09-05 | - |
dc.date.issued | 2020-06 | - |
dc.identifier.issn | 1424-8220 | - |
dc.identifier.uri | https://pubs.kist.re.kr/handle/201004/118575 | - |
dc.description.abstract | This 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.language | English | - |
dc.publisher | MDPI | - |
dc.subject | INTERNET GAMING DISORDER | - |
dc.subject | INHIBITORY CONTROL | - |
dc.subject | COMPUTER GAME | - |
dc.subject | FUNCTIONAL CONNECTIVITY | - |
dc.subject | RESPONSE-INHIBITION | - |
dc.subject | GENDER-DIFFERENCES | - |
dc.subject | RISK-FACTORS | - |
dc.subject | ATTENTION | - |
dc.subject | ADDICTION | - |
dc.subject | PLAYERS | - |
dc.title | A Multimodal Analysis Combining Behavioral Experiments and Survey-Based Methods to Assess the Cognitive Effect of Video Game Playing: Good or Evil? | - |
dc.type | Article | - |
dc.identifier.doi | 10.3390/s20113219 | - |
dc.description.journalClass | 1 | - |
dc.identifier.bibliographicCitation | SENSORS, v.20, no.11 | - |
dc.citation.title | SENSORS | - |
dc.citation.volume | 20 | - |
dc.citation.number | 11 | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.identifier.wosid | 000552737900212 | - |
dc.identifier.scopusid | 2-s2.0-85086144796 | - |
dc.relation.journalWebOfScienceCategory | Chemistry, Analytical | - |
dc.relation.journalWebOfScienceCategory | Engineering, Electrical & Electronic | - |
dc.relation.journalWebOfScienceCategory | Instruments & Instrumentation | - |
dc.relation.journalResearchArea | Chemistry | - |
dc.relation.journalResearchArea | Engineering | - |
dc.relation.journalResearchArea | Instruments & Instrumentation | - |
dc.type.docType | Article | - |
dc.subject.keywordPlus | INTERNET GAMING DISORDER | - |
dc.subject.keywordPlus | INHIBITORY CONTROL | - |
dc.subject.keywordPlus | COMPUTER GAME | - |
dc.subject.keywordPlus | FUNCTIONAL CONNECTIVITY | - |
dc.subject.keywordPlus | RESPONSE-INHIBITION | - |
dc.subject.keywordPlus | GENDER-DIFFERENCES | - |
dc.subject.keywordPlus | RISK-FACTORS | - |
dc.subject.keywordPlus | ATTENTION | - |
dc.subject.keywordPlus | ADDICTION | - |
dc.subject.keywordPlus | PLAYERS | - |
dc.subject.keywordAuthor | internet gaming disorder | - |
dc.subject.keywordAuthor | video game addiction | - |
dc.subject.keywordAuthor | impulsivity | - |
dc.subject.keywordAuthor | response inhibition | - |
dc.subject.keywordAuthor | prosaccade | - |
dc.subject.keywordAuthor | antisaccade | - |
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