Study Results
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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COMPLETED
53 participants
OBSERVATIONAL
2021-06-01
2021-06-30
Brief Summary
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Detailed Description
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Conditions
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Study Design
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COHORT
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
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
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.
Eligibility Criteria
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Inclusion Criteria
* playing digital games for more than 2 years
Exclusion Criteria
* not having played any digital games for 2 years
18 Years
25 Years
MALE
Yes
Sponsors
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Baskent University
OTHER
Responsible Party
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Nihan Ozunlu Pekyavas
Associated Proffesor
Locations
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Baskent University
Ankara, , Turkey (Türkiye)
Countries
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Other Identifiers
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KA20/207
Identifier Type: -
Identifier Source: org_study_id
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