Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players

dc.authorwosidÇelikkalp, Ülfiye/ABH-2264-2021
dc.contributor.authorAylin Yalçın Irmak
dc.contributor.authorÇelikkalp, Ülfiye
dc.contributor.authorAydın, Gülsün Özdemir
dc.contributor.authorYiğit, Şıhmehmet
dc.date.accessioned2023-04-20T08:02:24Z
dc.date.available2023-04-20T08:02:24Z
dc.date.issued2022
dc.departmentYüksekokullar, Sağlık Yüksekokulu, Hemşirelik Bölümü
dc.description.abstractObjective: This study aims to examine differences between adolescent video game players and non-players in terms of their reaction time, manual dexterity, and working memory levels. Methods: The sample of the study, which has a comparative cross-sectional design type, consists of 432 adolescents at the grades between 9 and 12. Non-video game players, and video game players were subjected to simple visual and auditory reaction time tests, manual dexterity tests, matrix, and digit span working memory test. Results: Compared to non-video game players, video game players were found to have shorter visual and auditory reaction times. Also, several motor dexterity subtest skills of video game players were found to be lower, while working memory did not differ between the two groups. Conclusion: Our findings support the idea that playing video games seem to improve some aspects of cognitive and motor skills but reduce several other aspects.
dc.identifier.doi10.33808/clinexphealthsci.990236
dc.identifier.endpage498
dc.identifier.issn2459-1459
dc.identifier.issue2en_US
dc.identifier.startpage493
dc.identifier.trdizinid532907
dc.identifier.urihttps://doi.org/10.33808/clinexphealthsci.990236
dc.identifier.urihttps://search.trdizin.gov.tr/yayin/detay/532907
dc.identifier.urihttps://hdl.handle.net/20.500.11776/10889
dc.identifier.volume12
dc.identifier.wosWOS:000823273900030
dc.identifier.wosqualityN/A
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakTR-Dizin
dc.institutionauthorÇelikkalp, Ülfiye
dc.institutionauthorAydın, Gülsün Özdemir
dc.institutionauthorAylin Yalçın Irmak
dc.language.isoen
dc.publisherMarmara Univ, Inst Health Sciences
dc.relation.ispartofClinical and Experimental Health Sciences
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectAdolescent
dc.subjectManual Dexterity
dc.subjectReaction Time
dc.subjectWorking Memory
dc.subjectVideo Game
dc.subjectPerformance
dc.subjectAbilities
dc.subjectAttention
dc.titleComparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players
dc.typeArticle

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