The Effects of User Involvement in Online Games, Game-Playing Time and Display Duration on Working Memory
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- Fang-Ling Lin 20 ,
- Tai-Yen Hsu 21 ,
- Tung-Shen Wu 20 &
- Chih-Lin Chang 20
Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 8019))
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- International Conference on Engineering Psychology and Cognitive Ergonomics
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College students spending too much time on online games every week tend to suffer from worsened learning ability, concentration problems, poor academic performance, and decreased interactions with other people. This study’s author conducted a questionnaire-based survey to examine how many hours college students from central Taiwan spend on online games per week, in order to find out their average daily involvement in such games. Using proportionate stratified sampling, the survey respondents were selected to examine the weekly involvement in online games among college students from central Taiwan, who were divided into low-, medium- and high-involvement groups in a cluster analysis. Results of the survey were tested using a self-developed evaluation system based on working memory and response time. Totally 36 college students, or 12 students from each of the low-, medium- and high-involvement groups, were randomly selected from the population to test how involvement in online games, game-playing time and display duration affected their working memory. Findings from this study include: I. The low, medium and high levels of online game involvements are defined as an average 1.34 hours, 4.84 hours and 10.27 hours spent on online games every day. 30.9% of the survey respondents said they spent more than 4 hours on online games, which suggests that online games may be the reason why college students stay up all night so often. II. This testing discovers that the levels of involvement in video gaming ( p <0.05), display duration ( p <0.05), and the interaction of the two factors will all have an impact on visual working memory ( p <0.05).
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Fang-Ling Lin, Tung-Shen Wu & Chih-Lin Chang
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Lin, FL., Hsu, TY., Wu, TS., Chang, CL. (2013). The Effects of User Involvement in Online Games, Game-Playing Time and Display Duration on Working Memory . In: Harris, D. (eds) Engineering Psychology and Cognitive Ergonomics. Understanding Human Cognition. EPCE 2013. Lecture Notes in Computer Science(), vol 8019. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39360-0_7
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Home > College of Arts and Sciences > Communication > COMMUNICATION_THESES > 83
Communication Theses
Online gaming and teamwork.
Lakshmi Jagad Ms. , Georgia State University Follow
Date of Award
Fall 12-2011
Degree Type
Degree name.
Master of Arts (MA)
Communication
First Advisor
Cynthia Hoffner
Second Advisor
Edward Friedman
Third Advisor
Ann Williams
This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
https://doi.org/10.57709/2351660
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Jagad, Lakshmi Ms., "Online Gaming and Teamwork." Thesis, Georgia State University, 2011. doi: https://doi.org/10.57709/2351660
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The Impact of Online Games In Study Habit of Senior High School Students In Particial Fulfillmentof the Requirements for the Subject Research in daily life The Problem and its Background
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