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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Kazimierz Wielki University,
2022-07-01T00:00:00Z.
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LEADER | 00000 am a22000003u 4500 | ||
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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. |