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

dc.authoridÖzdemir Aydın, Gülsün/0000-0003-0550-3195
dc.authoridyalcin Irmak, Aylin/0000-0002-5879-4363
dc.authoridcelikkalp, ulfiye/0000-0002-9945-2984
dc.authorwosidÇelikkalp, Ülfiye/ABH-2264-2021
dc.authorwosidÖzdemir Aydın, Gülsün/HPH-3307-2023
dc.contributor.authorIrmak, Aylin Yalcin
dc.contributor.authorCelikkalp, Ulfiye
dc.contributor.authorAydin, Gulsun Ozdemir
dc.contributor.authorYigit, Sihmehmet
dc.date.accessioned2024-06-12T10:50:47Z
dc.date.available2024-06-12T10:50:47Z
dc.date.issued2022
dc.departmentTrakya Üniversitesien_US
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.en_US
dc.identifier.doi10.33808/clinexphealthsci.990236
dc.identifier.endpage498en_US
dc.identifier.issn2459-1459
dc.identifier.issue2en_US
dc.identifier.startpage493en_US
dc.identifier.trdizinid532907en_US
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/20.500.14551/18124
dc.identifier.volume12en_US
dc.identifier.wosWOS:000823273900030en_US
dc.identifier.wosqualityN/Aen_US
dc.indekslendigikaynakWeb of Scienceen_US
dc.indekslendigikaynakTR-Dizinen_US
dc.language.isoenen_US
dc.publisherMarmara Univ, Inst Health Sciencesen_US
dc.relation.ispartofClinical And Experimental Health Sciencesen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectAdolescenten_US
dc.subjectManual Dexterityen_US
dc.subjectReaction Timeen_US
dc.subjectWorking Memoryen_US
dc.subjectVideo Gameen_US
dc.subjectPerformanceen_US
dc.subjectAbilitiesen_US
dc.subjectAttentionen_US
dc.titleComparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Playersen_US
dc.typeArticleen_US

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