Psychomotor performance in video games

Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills. Objective: To determine the differenc...

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Main Authors: Krzysztof Horoszkiewicz (Author), Bartosz Horoszkiewicz (Author), Grzegorz Załęski (Author)
Format: Book
Published: Kazimierz Wielki University, 2022-07-01T00:00:00Z.
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001 doaj_f8d09438ab8442fc89dba7bcf193be7c
042 |a dc 
100 1 0 |a Krzysztof Horoszkiewicz  |e author 
700 1 0 |a Bartosz Horoszkiewicz  |e author 
700 1 0 |a Grzegorz Załęski  |e author 
245 0 0 |a Psychomotor performance in video games 
260 |b Kazimierz Wielki University,   |c 2022-07-01T00:00:00Z. 
500 |a 10.12775/JEHS.2022.12.07.067 
500 |a 2391-8306 
520 |a Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills. Objective: To determine the differences in psychomotor performance between professional gamers and amateurs. Material and Methods:  A total of 62 gamers took part in the study, including 31 people - professional video game users who had participated in e-tournaments in the last month (age: M = 20.6, SD = 6.3) and 31 people who did not play video games or played very rarely (they declared that they did not participate in e-sports tournaments), who constituted the control group (age: M = 17.9, SD = 5.4). Integrated computer SDP-System with an executive module for stimulus generation and reception was used to assess psychomotor performance. Results: Professional gamers have higher psychomotor skills than amateurs. They reveal better results for fast thinking, motor reactions, perception, attention, and working memory. Conclusion: Playing video games has a positive impact on players' psychomotor performance and can promote improvements in elementary cognitive functions. Key words: video-games; e-sport; psychomotor performance; cognitive functions           
546 |a EN 
546 |a ES 
546 |a PL 
546 |a RU 
546 |a UK 
690 |a video-games 
690 |a e-sport 
690 |a psychomotor performance 
690 |a cognitive functions 
690 |a Education 
690 |a L 
690 |a Sports 
690 |a GV557-1198.995 
690 |a Medicine 
690 |a R 
655 7 |a article  |2 local 
786 0 |n Journal of Education, Health and Sport, Vol 12, Iss 7 (2022) 
787 0 |n https://apcz.umk.pl/JEHS/article/view/39174 
787 0 |n https://doaj.org/toc/2391-8306 
856 4 1 |u https://doaj.org/article/f8d09438ab8442fc89dba7bcf193be7c  |z Connect to this object online.