Submitted:
25 June 2024
Posted:
26 June 2024
Read the latest preprint version here
Abstract
Keywords:
1. Introduction
1.1. The Effects of Videogames on Cognitive and Affective Elements
1.2. Aims of this Study
2. Materials and Methods
2.1. Participants
2.2. Materials
2.2.1. Gaming Skill Questionnaire (GSQ)
2.2.2. Digit Span Test (DST)
2.2.3. Corsi Block Test (CBT)
2.2.4. Deary-Liewald Reaction Time Task (DLRTT)
2.2.5. Empathy Quotient Questionnaire (EQ)
2.3. Procedure
2.4. Statistical Analysis
2.4.1. Regression Analysis Process
- Single-Predictor Models: Initially, separate models were developed for each predictor to identify the most effective variable based on performance.
- Dyadic Predictor Models: Subsequently, models incorporating two predictors were constructed, consistently including the most effective variable from the single-predictor models. The performance of these dyadic models was then evaluated and compared to the single-predictor models to ascertain the most effective combination.
- Incremental Model Development: This iterative approach involved adding a predictor in each phase and comparing the performance of increasingly complex models. The process continued until the inclusion of new variables no longer significantly improved the models' performance. The optimal model was determined when a simpler model from an earlier phase demonstrated superior performance compared to a more complex model from a later phase. This ensured the final model was robust and accurately reflected the most influential variables identified in the study.
2.4.2. One-Way ANOVA Analyses
3. Results
3.1. Correlations
| DST-FR | DST-BR | CBT-FR | CBT-BR | DLSRT | DLCRT | EQ | |
|---|---|---|---|---|---|---|---|
| Age | .08 | .20 | .30** | -.27* | .14 | .13 | -.24* |
| Education | -.06 | -.03 | -.18 | -.14 | .09 | .16 | -.07 |
| SpGS | .04 | .25* | .13 | .18 | -.17 | -.18 | -.08 |
| FPSGS | -.02 | .11 | .25* | .23* | -.27* | -.23* | -.21 |
| RPGS | .17 | .35* | .35* | .27* | -.10 | -.16 | -.26* |
| AGS | .07 | .13 | .10 | .12 | -.39*** | -.32** | -.12 |
| StGS | .03 | -.01 | .34* | .18 | -.12 | -.03 | -.21 |
| PGS | .20 | .10 | .25* | .28** | -.18 | -.21 | -.08 |
| TGS | .13 | .22* | .29** | .27* | -.26* | -.24* | -.20 |
3.2. Regressions
| Predicted | Predictors | β coefficient | p-value(β) | R2 |
|---|---|---|---|---|
| Digit Span Forward Recall | Null Model | - | - | - |
| Digit Span Backward Recall | Role-Playing Games Skills | .35 | .004* | .12 |
| Corsi Blocks Forward Recall | Age | .24 | .022* | .20 |
| Role-Playing Games Skills | .32 | .003** | ||
| Corsi Blocks Backward Recall | Age | .23 | .028* | .19 |
| Puzzle Games Skills | .25 | .018* | ||
| Deary-Liewald Single Reaction Time | Action Games Skills | -.39 | .001*** | .16 |
| Deary-Liewald Choice Reaction Time | Action Games Skills | -.32 | .008** | .10 |
| Empathy Quotient | Role-Playing Games Skills | -.26 | .014* | .07 |
3.3. ANOVA
4. Discussion
4.1. The Effect of Gaming Skill Level on Cognitive Functions and Empathy
4.1.1. Verbal Short-Term Memory
4.1.2. Verbal Working Memory
4.1.3. Visuospatial Short-Term Memory
4.1.4. Visuospatial Working Memory
4.1.5. Psychomotor Speed
4.1.6. Attentional Speed
4.1.7. Empathy
4.2. Limitations & Future Studies
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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| Gaming Skill | Mean | SD | Range | |
|---|---|---|---|---|
| Age | Low | 26.93 | 4.274 | 20-38 |
| Medium | 29.00 | 5.359 | 21-40 | |
| High | 29.28 | 4.122 | 21-38 | |
| Total | 28.39 | 4.680 | 20-40 | |
| Education | Low | 16.40 | 2.343 | 12-21 |
| Medium | 17.24 | 3.055 | 12-25 | |
| High | 15.93 | 2.298 | 12-20 | |
| Total | 16.52 | 2.610 | 12-25 | |
| Sport Games Skill | Low | 2.27 | 0.450 | 2-3 |
| Medium | 3.17 | 0.928 | 2-6 | |
| High | 3.69 | 1.228 | 2-6 | |
| Total | 3.03 | 1.090 | 2-6 | |
| FPS Games Skill | Low | 2.13 | 0.346 | 2-3 |
| Medium | 2.72 | 0.797 | 2-5 | |
| High | 4.41 | 1.615 | 2-9 | |
| Total | 3.08 | 1.420 | 2-9 | |
| RPG Games Skill | Low | 2.10 | 0.305 | 2-3 |
| Medium | 3.03 | 1.239 | 2-7 | |
| High | 6.86 | 2.656 | 2-11 | |
| Total | 3.98 | 2.660 | 2-11 | |
| Action Games Skill | Low | 2.27 | 0.640 | 2-4 |
| Medium | 3.62 | 1.898 | 2-10 | |
| High | 6.31 | 2.140 | 2-11 | |
| Total | 4.05 | 2.370 | 2-11 | |
| Strategy Games Skill | Low | 2.07 | 0.365 | 2-4 |
| Medium | 2.76 | 0.988 | 2-5 | |
| High | 4.86 | 2.532 | 2-12 | |
| Total | 3.22 | 1.960 | 2-12 | |
| Puzzle Games Skill | Low | 2.43 | 0.626 | 2-4 |
| Medium | 3.52 | 1.326 | 2-6 | |
| High | 5.52 | 2.309 | 2-11 | |
| Total | 3.81 | 2.02 | 2-11 | |
| Total Gaming Skill | Low | 13.27 | 1.143 | 12-15 |
| Medium | 18.83 | 2.633 | 16-24 | |
| High | 31.66 | 5.627 | 25-43 | |
| Total | 21.16 | 8.540 | 12-43 | |
| Digit Span Forward Recall | Low | 16.13 | 2.849 | 8-20 |
| Medium | 16.07 | 2.685 | 9-20 | |
| High | 16.79 | 2.411 | 11-20 | |
| Total | 16.33 | 2.650 | 8-20 | |
| Digit Span Backward Recall | Low | 13.97 | 3.429 | 9-19 |
| Medium | 15.00 | 3.082 | 8-20 | |
| High | 15.69 | 3.486 | 3-20 | |
| Total | 14.88 | 3.380 | 3-20 | |
| Corsi Block Forward Recall | Low | 7.23 | 2.687 | 3-13 |
| Medium | 7.86 | 3.020 | 2-14 | |
| High | 9.90 | 3.745 | 2-17 | |
| Total | 8.32 | 3.340 | 2-17 | |
| Corsi Block Backward Recall | Low | 6.97 | 2.632 | 3-11 |
| Medium | 7.90 | 3.457 | 3-13 | |
| High | 9.55 | 3.709 | 2-16 | |
| Total | 8.13 | 3.430 | 2-16 | |
| Deary-Liewald Single Reaction Time | Low | 282.60 | 46.154 | 231-462 |
| Medium | 286.07 | 57.681 | 207-462 | |
| High | 255.59 | 27.800 | 195-303 | |
| Total | 274.84 | 47.070 | 195-462 | |
| Deary-Liewald Choice Reaction Time | Low | 470.03 | 119.097 | 331-804 |
| Medium | 433.55 | 69.300 | 296-641 | |
| High | 395.21 | 48.565 | 310-521 | |
| Total | 433.35 | 89.340 | 296-804 | |
| Empathy Quotient | Low | 44.57 | 9.134 | 18-62 |
| Medium | 42.86 | 12.397 | 18-66 | |
| High | 40.55 | 12.126 | 22-63 | |
| Total | 42.68 | 11.280 | 18-66 |
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