The Effects of User Involvement in Online Games, Game-Playing Time and Display Duration on Working Memory

  • Conference paper
  • Cite this conference paper

online games thesis

  • 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))

Included in the following conference series:

  • International Conference on Engineering Psychology and Cognitive Ergonomics

9995 Accesses

1 Citations

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).

Download to read the full chapter text

Chapter PDF

Similar content being viewed by others.

online games thesis

Assessment of attention and working memory among young adults using computer games

online games thesis

Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games

online games thesis

Integrating Cognitive Load Theory and Concepts in Silver Gaming: A Review and Directions for Future Research

  • Online games
  • involvement in online games
  • Display duration
  • game-playing time

Berlyne, D.E.: Structure and direction in thinking, New York; Chen, S.H., Wong, L.Z., Su, Y.R., Wu, H.M., Yang, P.F.: Development of a Chinese Internet Addiction Scale and Its Psychometric Study. Chinese Journal of Psychology 45, 279–296 (2003)

Google Scholar  

Chang, C.L., Li, K.W., Jou, Y.T., Hsu, T.Y.: The Study of the Impact of Environmental Illuminance on the Visual Codes Working Memory during a Fencing Game. In: 2009 IEEE International Conference on Networking, Sensing and Control, pp. 318–324 (2009)

Chang, C.-L., Hsu, T.-Y., Lin, F.-L., Huang, C.-D., Huang, I.-T.: Leisure Activities for the Elderly–The Influence of Visual Working Memory on Mahjong and Its Video Game Version. In: Stephanidis, C. (ed.) Posters, Part I, HCII 2011. CCIS, vol. 173, pp. 358–362. Springer, Heidelberg (2011)

Chapter   Google Scholar  

Chen, S.H., Wong, L.Z., Su, Y.R., Wu, H.M., Yang, P.F.: Development of a Chinese Internet Addiction Scale and Its Psychometric Study. Chinese Journal of Psychology 45, 279–296 (2003)

Feng, J.Y.: A study of the video gaming experience, addictive tendencies , and the perceived health status of junior high school students . Taiwan Journal of Public Health, National Taiwan Normal University (2005)

Griffiths, M.: Computer game playing in early adolescence. Youth Soc. 29, 223–238 (1997)

Article   Google Scholar  

Harn, P.L.: The Impact of Internet Users’ Characteristics, Behaviors, and Psychological Traits on Internet Addiction for Taiwanese High School Students, Taipei: unpublished master’s thesis at the National Taiwan Normal University Department of Educational Psychology and Counseling (2000)

Huang, Y.L.: A Relational Study of On-line Game Addiction, Behavior, and Leisure Satisfaction for Fifth and Sixth Graders of Elementary School, Changhua: unpublished master’s thesis of the EMBA Classes at the Da-Yeh University Department of Leisure, Recreation, and Tourism Management (2006)

Krejcie, R.V., Morgan, D.W.: Determining Sample Size or Research Activities. Educational and Psychological Measurement 30(3), 89 (1970)

Lee, G.S.: A Study of using Data Mining techniques to explore relationship of long-latency auditory evoked potentials P300 and IQ, Tainan: unpublished master’s thesis at the National University of Tainan Graduate Institute of Technology Education (2004)

Lin, F.L., Chang, C.L., Jou, Y.T., Pan, S.C., Hsu, T.Y., Huang, C.D.: Effect of the Involvement Degree of Playing Video Games on Brain waves for an hour. In: IEEE 17th International Conference on Industrial Engineering and Engineering Management, vol. 2, pp. 1043–1047 (2010)

Peng, Y.H.: Research on teenagers internet usage behavior and addiction during leisure time, Taipei: unpublished master’s thesis at the National Taiwan Normal University Graduate Institute of Sport, Leisure and Hospitality Management (2003)

Pomplun, M., Reingold, E.M., Shen, J.: Investigating the visual span in comparative search: The effects of task difficulty and divided attention. Cognition 81(2), 57–67 (2001)

Sanders, M.S., McCormick, E.J.: Human factors in engineering and design, 7th edn. McGraw-Hill, New York (1993)

Young, K.S.: What Makes the Internet Addictive: Potential Explanations for Pathological Internet Use. In: The 105th Annual Conference of the American Psychological Association (1997)

Zhu, Z.H., Tsao, L.R.: The impact on CRT display efficacy caused by target - background color with color . Acta Psychologica Sinica 2, 128–134 (1994)

Download references

Author information

Authors and affiliations.

College of General Education, Hsiuping University of Science and Technology, Taichung City, Taiwan

Fang-Ling Lin, Tung-Shen Wu & Chih-Lin Chang

Department of Physical Education, National Taichung University of Education, Taichung City, Taiwan

Tai-Yen Hsu

You can also search for this author in PubMed   Google Scholar

Editor information

Editors and affiliations.

Faculty of Engineering and Computing, Coventry University, Priory Street,, CV1 5FB, Coventry, UK

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper.

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

Download citation

DOI : https://doi.org/10.1007/978-3-642-39360-0_7

Publisher Name : Springer, Berlin, Heidelberg

Print ISBN : 978-3-642-39359-4

Online ISBN : 978-3-642-39360-0

eBook Packages : Computer Science Computer Science (R0)

Share this paper

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Publish with us

Policies and ethics

  • Find a journal
  • Track your research

ScholarWorks @ Georgia State University

  • < Previous

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

Recommended Citation

Jagad, Lakshmi Ms., "Online Gaming and Teamwork." Thesis, Georgia State University, 2011. doi: https://doi.org/10.57709/2351660

Since November 29, 2011

Included in

Communication Commons

Advanced Search

  • Notify me via email or RSS
  • Collections
  • Disciplines
  • Submit ETD (Thesis/Dissertation)
  • Department of Communication

Home | About | FAQ | My Account | Accessibility Statement

Privacy Copyright

Academia.edu no longer supports Internet Explorer.

To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to  upgrade your browser .

Enter the email address you signed up with and we'll email you a reset link.

  • We're Hiring!
  • Help Center

paper cover thumbnail

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

Profile image of gil demoral

Related Papers

bernadette basilan

online games thesis

king omambac

Alfredo Baula Jr.

pasca.if.its.ac.id

Yaya Heryadi

Maria Louella Sierra

FKDFFJSFJSD

O Hospital São Paulo é um serviço terciário para atendimento de pacientes cardiopatas e uma das referências para o atendimento na área de cardiologia. Em 1996, o fluxo de atendimento de pacientes com Síndromes Coronárias Agudas (SCA) foi re-organizado Um dos resultados foi a redução do tempo porta-agulha para pacientes que necessitavam terapia trombolítica [1]. Desde 2002, a Intervenção Coronária Primária (ICP) foi instituída como a primeira opção terapêutica para pacientes com Infarto Agudo do Miocárdio com ...

The Japanese Journal of Gastroenterological Surgery

Ryo Matsusue

AFRICAN JOURNAL OF BIOTECHNOLOGY

Mohsin Raza khan

Acta Scientiarum. Agronomy

Kuniko Iwamoto Haga

Dara Alencar

RELATED PAPERS

IFAC Proceedings Volumes

P. Martinet

Nature Methods

Carlos Neves

Journal of Internet Applications and Management

Eyüp Akçetin

International Journal of Application on Sciences, Technology and Engineering

Izuan Amin Ishak

Nandkishor Dhawale

2019 IEEE Nuclear Science Symposium and Medical Imaging Conference (NSS/MIC)

Jean M Létang

Journal of Pest Science

Isaac Oyediran

Katalin Julianna Dinnyés

TELKOMNIKA (Telecommunication Computing Electronics and Control)

Phan Xuân Lễ

Annales UMCS, Medicina

Jacek Postępski

Ulrich Zanke

Józef Grzywaczewski

2015 International Conference on Advances in Computing, Communications and Informatics (ICACCI)

Deepti Singhal

Hugo Hortiguera

Cryptogamie, Algologie

Jurnal Rekayasa dan Manajemen Sistem Industri

Rakhmat Himawan

Jerusalem Post

Raphael Cohen-almagor

Journal of Nervous and Mental Disease

Robert J Ursano

  •   We're Hiring!
  •   Help Center
  • Find new research papers in:
  • Health Sciences
  • Earth Sciences
  • Cognitive Science
  • Mathematics
  • Computer Science
  • Academia ©2024

IMAGES

  1. 😍 Online gaming addiction thesis. Computer Science Thesis: Outline

    online games thesis

  2. Master's thesis survey on monetization and spending in online games : r

    online games thesis

  3. Thesis Conceptual Framework About Online Games Addiction

    online games thesis

  4. (PDF) Game Design Research: An Overview

    online games thesis

  5. 🎉 Online gaming addiction thesis. Computer Game Addiction Thesis

    online games thesis

  6. 🎉 Online gaming addiction thesis. Computer Game Addiction Thesis

    online games thesis

VIDEO

  1. Mafia game invented for research purposes !!

  2. Top 10 Abstract Strategy Games

  3. Background, Literature Review, and Theoretical Framework -- Sarah Lynne Bowman

  4. Dungeonology Playthrough (2 player)

  5. The Tower

  6. MY Tom cartoon thesis games 🎮 videos #cartoon #cartoons #cartoonvideo

COMMENTS

  1. (PDF) The Effect of Online Game Addiction on Children ...

    Thesis statement: addiction to online games can tell negatively upon the academic . performance and success of students, be they children or adolescents. 2. Literature Review . 2.1.

  2. Effects Of Online Games in Academic Performance Among Senior High School

    ENDORSEMENT SHEET The thesis entitled: "Effects of Online Games in Academic Performance among Senior High School in Mount Carmel School of Maria Aurora, Inc." Prepared and submitted by: Pauline Denise V. Rodica Hanes Andrew Q. Talania In partial fulfillment of the requirements for Science, Technology, Engineering, Mathematics (STEM) Strand ...

  3. PDF THE IMPACT OF MULTIPLAYER ONLINE GAMES ON SOCIAL LIFE

    DEFINITIONS OF ONLINE GAMES. This thesis will refer to all games that are played with multiple players simulta-neously. Other than single player games, which are often story based or stra-tegic, these games do require an active internet connection and offer different tools for communication within the game.

  4. The Impact of Online Games on Student Academic Performance

    Online video gaming has become a popular leisure activity among students, but concerns have been raised about its potential impact on academic performance. While some argue that video games can enhance cognitive skills, others claim that excessive gaming can lead to poor academic performance and even addiction.

  5. Full article: Influence of online computer games on the academic

    This online game allows non-traditional students to explore the following modules in a game format: a key to health, nutrient sources and significance, energy balance, vitamins, minerals and water, fitness and food safety, and a focus on life stages. Another nutrition GameScape that may be used in a Nutrition course for non-traditional learners ...

  6. Online Gaming: Impact on the Academic Performance and Social Behavior

    Online gaming is a popular activity among students, but how does it affect their academic performance and social behavior? This paper explores the positive and negative impacts of online gaming on different aspects of student life, such as motivation, learning, communication, and aggression. The paper also provides some recommendations for educators and parents to help students balance their ...

  7. A theoretical framework for online game society

    League of Legends is the largest online game in the world, but is under-represented in video game studies. Its community is large and multi-sited, but known for competitive and toxic behaviours. This paper presents a qualitative research project into video game sociology, using League of Legends as the research site. It draws on Bourdieu's established social theory alongside empirical ...

  8. PDF Online Games As a Medium of Cultural Communication: an ...

    "Online games as a medium of cultural communication: An ethnographic study of socio-technical transformation." This dissertation explores the place and meaning of online games in everyday life. In South Korea, online games are a prominent part of popular culture and this medium has come under public criticism for various societal ills,

  9. The Effects of Online Games Towards The Academic Performance Of

    The Effects of Online Games Towards The Academic Performance Of Selected Information Technology Students A Research Proposal Presented to The Faculty Of College of Information and Computing Sciences In Partial Requirement for The Completion in The Course Methods of Research Submitted by: John Kristoffer G. Olesco Christian Mark Suguitan John ...

  10. (PDF) Online Gaming: Impact on the Academic Performance and Social

    Online games are a popular way for people to spend their free time. Some people believe that playing video games can serve a variety of purposes: to learn, to relieve stress, to compete with ...

  11. Online Game Addiction Among University Students

    Online Game Addiction Among University Students. Lujiaozi Wang, Siyu Zhu. Published 2013. Psychology, Sociology, Education, Computer Science. This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate students at University of Gavle, Sweden. It aims at investigating the impact that online games ha ...

  12. PDF THE EFFECT OF ONLINE GAMES TO THE ACADEMIC PERFORMANCE OF THE ...

    In fact, most online games tend to get old too quickly and lost their appeal. It is because of the ever growing number of online games being develop from time to time. Nowadays, the popular online games that encourage the students to play are MINIMILITIA, DOTA 2, LEAGE OF LEGENDS, SPECIAL FORCE, CRAZY KART, GRAND CHASE etc. ...

  13. Online Gaming Thesis

    Full thesis copy online gaming: influence on the social behavior and psychological research paper presented to the faculty of the senior high school department. ... It was also found that playing online games can help improve one's psychological well-being if done moderately. Keywords: Online gaming, Social Behavior, Psychological Well-being.

  14. The Effects of User Involvement in Online Games, Game-Playing

    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.

  15. "Online Gaming and Teamwork" by Lakshmi Jagad Ms.

    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 ...

  16. PDF DEVELOPING AN ONLINE MULTIPLAYER GAME IN UNITY

    Bachelor of Engineering Alexander Tikhomirov Developing an online multiplayer game in Unity. - 2023 74 pages Timo Mynttinen. The objective of this thesis was to examine the tools and methods for multiplayer game development offered by the Unity game engine - one of the most popular game engines currently on the market. Only tools provided by ...

  17. PDF An Investigation Of High School Students' Online Game Addiction With

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8 %) female, and 50 male (38.2 %), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and ...

  18. Negative Effects of Online Games on Academic Performance

    and negligible. The study found out that majority of the respondents played online games. Online games players had an average academic performance while non-players had a high academic performance. The predominantly male players preferred multi-player online games and they spent an average 2.14 hours a day and 4.45 days a week in playing.

  19. The Impact of Online Games In Study Habit of Senior High School

    Based on established researches, the thesis is interested in discovering the reasons behind why young people start to play online games as well as now playing such games affects the study habit and daily lives of them. Many of us have stayed up late more than once playing our favorite computer or online games. ... Online games has to create to ...