Reaction Time in Digital Game Players

NCT ID: NCT04944849

Last Updated: 2022-01-14

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Total Enrollment

53 participants

Study Classification

OBSERVATIONAL

Study Start Date

2021-06-01

Study Completion Date

2021-06-30

Brief Summary

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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.

Detailed Description

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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.

Conditions

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Computer Games

Study Design

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Observational Model Type

COHORT

Study Time Perspective

PROSPECTIVE

Study Groups

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digital gamer group

Individuals with computer use more than 14 hours a week were included in this group.

Reaction Time Tests

Intervention Type DIAGNOSTIC_TEST

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.

Reaction Time Tests

Intervention Type DIAGNOSTIC_TEST

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.

Interventions

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Reaction Time Tests

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.

Intervention Type DIAGNOSTIC_TEST

Eligibility Criteria

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Inclusion Criteria

* male
* playing digital games for more than 2 years

Exclusion Criteria

* female
* not having played any digital games for 2 years
Minimum Eligible Age

18 Years

Maximum Eligible Age

25 Years

Eligible Sex

MALE

Accepts Healthy Volunteers

Yes

Sponsors

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Baskent University

OTHER

Sponsor Role lead

Responsible Party

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Nihan Ozunlu Pekyavas

Associated Proffesor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Baskent University

Ankara, , Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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KA20/207

Identifier Type: -

Identifier Source: org_study_id

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