Reference : Shoot at First Sight! First Person Shooter Players Display Reduced Reaction Time and ...
Scientific journals : Article
Social & behavioral sciences, psychology : Theoretical & cognitive psychology
Shoot at First Sight! First Person Shooter Players Display Reduced Reaction Time and Compromised Inhibitory Control in Comparison to Other Video Game Players
Deleuze, Jory []
Christiaens, Maxime []
Nuyens, Filip []
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Computers in Human Behavior
Pergamon Press - An Imprint of Elsevier Science
Yes (verified by ORBilu)
[en] Inhibitory Control ; FPS ; MOBA ; MMORPG ; First Person Shooter
[en] Studies have shown that regular video games use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming vis-à-vis health and socioprofessional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main genres (massively multiplayer online role-playing games, online first person shooter, multiplayer online battle arena) differed in a laboratory task that measured inhibitory control. Eighty-one gamers performed the Hybrid-Stop Task, assessing restraint (go/no-go trials) and cancellation (stop-signal trials) processes of a prepotent response. They completed additional self-reported questionnaires measuring demographics, problematic video game use, impulsivity traits, and depressive symptoms. Results showed that when confounding variables were controlled for, participants whose favorite game is online first person shooter were characterized by accelerated motor responses yet reduced abilities to cancel a prepotent response. No differences between groups were identified regarding the restraint process. The findings of this pilot study might have clear implications for video gaming research by supporting the critical importance of distinguishing between video game genres when considering their specific potential benefits and detrimental effects

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