2018
DOI: 10.1016/j.actpsy.2018.07.006
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Is experience in multi-genre video game playing accompanied by impulsivity?

Abstract: Developing impulsivity has been one of the main concerns thought to arise from the increasing popularity of video gaming. Most of the relevant literature has treated gamers as pure-genre players (i.e. those who play only a specific genre of game). However, it is not clear how impulsivity is associated with different genres of games in multi-genre gamers, given that there is increasing diversity in the games played by individuals. In this study, we compared 33 gamers to 23 non-gamers in a go/no-go task: the Con… Show more

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Cited by 17 publications
(34 citation statements)
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“…While antisaccade error rates were different between VGPs and NGVPs, neither pro-nor antisaccade RTs showed any significant difference between the two groups, although there was a marginal trend toward faster RT for the VGP group. Therefore, our result of RT analysis does not agree with those from the literature that reported significantly faster RTs of VGPs [37,47]. It should be noted, however, that such discrepancy could have been simply caused by differences in task difficulty or data processing method; compared to our pro-and antisaccade tasks that followed rather standardized protocols in neuroscience studies [50], both pro-and antisaccade experiments used by Mack and Ilg [37] were substantially more difficult, including mixed pro-and antisaccade conditions within the same block with four targets (instead of two in our study) and additional double-step requirement.…”
Section: Behavioral Experiments Analysis On the Cognitive Effect Of VIcontrasting
confidence: 99%
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“…While antisaccade error rates were different between VGPs and NGVPs, neither pro-nor antisaccade RTs showed any significant difference between the two groups, although there was a marginal trend toward faster RT for the VGP group. Therefore, our result of RT analysis does not agree with those from the literature that reported significantly faster RTs of VGPs [37,47]. It should be noted, however, that such discrepancy could have been simply caused by differences in task difficulty or data processing method; compared to our pro-and antisaccade tasks that followed rather standardized protocols in neuroscience studies [50], both pro-and antisaccade experiments used by Mack and Ilg [37] were substantially more difficult, including mixed pro-and antisaccade conditions within the same block with four targets (instead of two in our study) and additional double-step requirement.…”
Section: Behavioral Experiments Analysis On the Cognitive Effect Of VIcontrasting
confidence: 99%
“…Our result on the antisaccade error rate agrees well with the results of a group of studies on the impulse control characteristics of VGPs [46,65,66], which supported the idea that VGPs suffer an increased level of impulsivity [37,46,47]. This is also confirmed by neuroimaging studies demonstrating that video game playing can adversely affect regions in the frontal lobe that are involved in impulse control [6,7] and other mental functions related to IGD [67][68][69].…”
Section: Behavioral Experiments Analysis On the Cognitive Effect Of VIsupporting
confidence: 90%
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