Reaction Time in Digital Game Players

January 13, 2022 updated by: Nihan Ozunlu Pekyavas, Baskent University

Reaction Time is Better in Digital Game Players

With the increasing use of computers in recent years, the effects of games have started to be discussed. Young people who play computers are exposed to many stimuli during the game and they react to these stimuli with reactions at various rates. In our study, we wanted to find out whether there is a significant difference in reaction time between young people who play computers more than 14 hours a week and those who do not.

Study Overview

Status

Completed

Conditions

Detailed Description

While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied. The way the tests are applied; the first test will be separated as a trial and will not be included in the average. The next three tests will be averaged. Height, weight, smoking, use of antidepressants or stimulants, any ear or hearing problems, any eye disease, how many days a week and how much sports they do, the dominant side, whether they play digital and video games, for how long, what type of device (computer, tablet, phone), which games (League of legends, Player unknown's battlegrounds, World of Warcraft, Valorant, FIFA, PES, Call of duty, NBA, Counter strike:Global offensive CS:GO, other), how many hours a day and how many hours a week they play digital video games will be questioned whether they participate in the tournament with at least one of these games.

Study Type

Observational

Enrollment (Actual)

53

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

      • Ankara, Turkey, 06810
        • Başkent University

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years to 25 years (Adult)

Accepts Healthy Volunteers

No

Genders Eligible for Study

Male

Sampling Method

Non-Probability Sample

Study Population

male individuals aged between 18-25 years who have been playing digital games for more than 2 years

Description

Inclusion Criteria:

  • male
  • playing digital games for more than 2 years

Exclusion Criteria:

  • female
  • not having played any digital games for 2 years

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Observational Models: Cohort
  • Time Perspectives: Prospective

Cohorts and Interventions

Group / Cohort
Intervention / Treatment
digital gamer group
Individuals with computer use more than 14 hours a week were included in this group.
While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied.
player group
Individuals with computer use less than 14 hours a week were included in this group.
While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Visual reaction time
Time Frame: 15 minutes
Visual reaction time will be evaluated with the Human Benchmark application. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
15 minutes
Auditory reaction time
Time Frame: 15 minutes
Auditory reaction time will be evaluated with the Aim Trainer test. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
15 minutes

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

June 1, 2021

Primary Completion (Actual)

June 30, 2021

Study Completion (Actual)

June 30, 2021

Study Registration Dates

First Submitted

June 22, 2021

First Submitted That Met QC Criteria

June 22, 2021

First Posted (Actual)

June 30, 2021

Study Record Updates

Last Update Posted (Actual)

January 14, 2022

Last Update Submitted That Met QC Criteria

January 13, 2022

Last Verified

January 1, 2022

More Information

Terms related to this study

Other Study ID Numbers

  • KA20/207

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

Undecided

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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