Video Games and Working Memory Performance

The aim of study was to investigate the relationship between video games and working memory performance among university students by focusing on two categories of video games which is serious and commercial games by conducting a dual task of verbal recall. The first objective of the study was to inv...

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Main Author: Sharifah Sophia Shahirah, Wan Akil
Format: Final Year Project Report
Language:English
English
Published: Universiti Malaysia Sarawak (UNIMAS) 2021
Subjects:
Online Access:http://ir.unimas.my/id/eprint/36434/4/20211018150304.pdf
http://ir.unimas.my/id/eprint/36434/6/Sharifah%20Sophia%20ft.pdf
http://ir.unimas.my/id/eprint/36434/
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spelling my.unimas.ir.364342024-07-31T07:57:22Z http://ir.unimas.my/id/eprint/36434/ Video Games and Working Memory Performance Sharifah Sophia Shahirah, Wan Akil BF Psychology H Social Sciences (General) The aim of study was to investigate the relationship between video games and working memory performance among university students by focusing on two categories of video games which is serious and commercial games by conducting a dual task of verbal recall. The first objective of the study was to investigate the differences in the means of correct verbal recall between serious, commercial and no video games group and the second objective was to determine the differences in the means of correct verbal recall between before and after playing video games. The study conducted an experiment with 30 participants that are equally divided into three group which are serious game, commercial game, and no video game group. The serious game and commercial game groups will play Minecraft and Pubg as the intervention for 30 minutes respectively while the no video game group will have no intervention. A pre-test and post-test of results of verbal recall task was recorded. The findings to the first objective utilized one-way ANOVA and found that there were no significant differences of correct verbal recall between serious, commercial and no video game group while the findings to the second objective utilized paired sample t-test and resulted in no significant differences between before and after playing video games. It was discovered that mental states such as attention, motivation, mind-wandering and emotional were factors in the resulting outcomes. Overall, the study had found that there were no differences between the relationship of video games and working memory performance. Universiti Malaysia Sarawak (UNIMAS) 2021 Final Year Project Report NonPeerReviewed text en http://ir.unimas.my/id/eprint/36434/4/20211018150304.pdf text en http://ir.unimas.my/id/eprint/36434/6/Sharifah%20Sophia%20ft.pdf Sharifah Sophia Shahirah, Wan Akil (2021) Video Games and Working Memory Performance. [Final Year Project Report] (Unpublished)
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
English
topic BF Psychology
H Social Sciences (General)
spellingShingle BF Psychology
H Social Sciences (General)
Sharifah Sophia Shahirah, Wan Akil
Video Games and Working Memory Performance
description The aim of study was to investigate the relationship between video games and working memory performance among university students by focusing on two categories of video games which is serious and commercial games by conducting a dual task of verbal recall. The first objective of the study was to investigate the differences in the means of correct verbal recall between serious, commercial and no video games group and the second objective was to determine the differences in the means of correct verbal recall between before and after playing video games. The study conducted an experiment with 30 participants that are equally divided into three group which are serious game, commercial game, and no video game group. The serious game and commercial game groups will play Minecraft and Pubg as the intervention for 30 minutes respectively while the no video game group will have no intervention. A pre-test and post-test of results of verbal recall task was recorded. The findings to the first objective utilized one-way ANOVA and found that there were no significant differences of correct verbal recall between serious, commercial and no video game group while the findings to the second objective utilized paired sample t-test and resulted in no significant differences between before and after playing video games. It was discovered that mental states such as attention, motivation, mind-wandering and emotional were factors in the resulting outcomes. Overall, the study had found that there were no differences between the relationship of video games and working memory performance.
format Final Year Project Report
author Sharifah Sophia Shahirah, Wan Akil
author_facet Sharifah Sophia Shahirah, Wan Akil
author_sort Sharifah Sophia Shahirah, Wan Akil
title Video Games and Working Memory Performance
title_short Video Games and Working Memory Performance
title_full Video Games and Working Memory Performance
title_fullStr Video Games and Working Memory Performance
title_full_unstemmed Video Games and Working Memory Performance
title_sort video games and working memory performance
publisher Universiti Malaysia Sarawak (UNIMAS)
publishDate 2021
url http://ir.unimas.my/id/eprint/36434/4/20211018150304.pdf
http://ir.unimas.my/id/eprint/36434/6/Sharifah%20Sophia%20ft.pdf
http://ir.unimas.my/id/eprint/36434/
_version_ 1806456028912418816
score 13.211869