Individual differences and video game training

Video game research in the recent decades suggests a causal relationship between video game experience and enhanced cognition. Most recently, concerns have been raised about the typical methodology used in video game studies. Some researchers have suggested that individual attributes of participants...

Full description

Saved in:
Bibliographic Details
Main Author: Yu, Pei Han
Other Authors: Michael Donald Patterson
Format: Final Year Project
Language:English
Published: 2015
Subjects:
Online Access:http://hdl.handle.net/10356/63433
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-63433
record_format dspace
spelling sg-ntu-dr.10356-634332019-12-10T14:32:35Z Individual differences and video game training Yu, Pei Han Michael Donald Patterson School of Humanities and Social Sciences DRNTU::Social sciences::Psychology::Experimental psychology Video game research in the recent decades suggests a causal relationship between video game experience and enhanced cognition. Most recently, concerns have been raised about the typical methodology used in video game studies. Some researchers have suggested that individual attributes of participants in these video game studies might play a role in the cognitive enhancing effects of video game experience but are often overlooked. As such, the current study sought to better understand what effects these individual attributes might have. The individual attributes of interest were intrinsic motivation, self-efficacy, goal orientation, expectations of cognitive gains from the video game training, and knowledge of the cognitive benefits of video game experience. It was hypothesized that these attributes would lead participants to perform better on behavioural tasks. The current study also sought to find out if transient effects in the form of increased arousal states in participants after a brief period of video game training were predictive of participants’ performance on behavioural tasks. It was hypothesized that these transient effects would lead to better performance on behavioural tasks in the same way as what an extended period of a typical video game training would engender. Participants completed a 4-Choice Reaction Time task prior to and after a 10- minute action or puzzle video game training, and a questionnaire thereafter. A multiple regression analysis and two-way mixed design ANOVA done found no significant results, necessitating the rejection of the hypotheses. Limitations of the study are discussed, with suggestions for the direction of future research. Bachelor of Arts 2015-05-13T07:59:16Z 2015-05-13T07:59:16Z 2015 2015 Final Year Project (FYP) http://hdl.handle.net/10356/63433 en Nanyang Technological University 52 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences::Psychology::Experimental psychology
spellingShingle DRNTU::Social sciences::Psychology::Experimental psychology
Yu, Pei Han
Individual differences and video game training
description Video game research in the recent decades suggests a causal relationship between video game experience and enhanced cognition. Most recently, concerns have been raised about the typical methodology used in video game studies. Some researchers have suggested that individual attributes of participants in these video game studies might play a role in the cognitive enhancing effects of video game experience but are often overlooked. As such, the current study sought to better understand what effects these individual attributes might have. The individual attributes of interest were intrinsic motivation, self-efficacy, goal orientation, expectations of cognitive gains from the video game training, and knowledge of the cognitive benefits of video game experience. It was hypothesized that these attributes would lead participants to perform better on behavioural tasks. The current study also sought to find out if transient effects in the form of increased arousal states in participants after a brief period of video game training were predictive of participants’ performance on behavioural tasks. It was hypothesized that these transient effects would lead to better performance on behavioural tasks in the same way as what an extended period of a typical video game training would engender. Participants completed a 4-Choice Reaction Time task prior to and after a 10- minute action or puzzle video game training, and a questionnaire thereafter. A multiple regression analysis and two-way mixed design ANOVA done found no significant results, necessitating the rejection of the hypotheses. Limitations of the study are discussed, with suggestions for the direction of future research.
author2 Michael Donald Patterson
author_facet Michael Donald Patterson
Yu, Pei Han
format Final Year Project
author Yu, Pei Han
author_sort Yu, Pei Han
title Individual differences and video game training
title_short Individual differences and video game training
title_full Individual differences and video game training
title_fullStr Individual differences and video game training
title_full_unstemmed Individual differences and video game training
title_sort individual differences and video game training
publishDate 2015
url http://hdl.handle.net/10356/63433
_version_ 1681040858748551168