Objectives <p>Despite the well-documented link between action video game playing and enhanced visual perception, there is a lack of sufficient studies exploring auditory abilities. The purpose of this study is to compare temporal processing and auditory memory abilities between individuals who play action video games and those with little to no video game experience.</p> Methods <p>The study included 39 action video game players and 35 individuals with little to no video game experience. Participants underwent the Frequency Pattern Test (FPT), Duration Pattern Test (DPT), and Random Gap Detection Test to assess their temporal auditory processing skills. The Digit Span Test and Reverse Digit Span Test were used to evaluate auditory memory capacity. Independent sample t-tests or Mann–Whitney U tests were used for group comparisons.</p> Results <p>No significant differences were observed between the action video game players and non-players in the Frequency Pattern Test (69.74 ± 15.55 vs 68.85 ± 17.70; <i>p</i> &gt; 0.05), Duration Pattern Test (84.35 ± 14.69 vs 86.71 ± 13.71; <i>p</i> &gt; 0.05), Random Gap Detection Test (7.16 ± 4.90 vs 8.91 ± 7.21; <i>p</i> &gt; 0.05), Digit Span Test (5.56 ± 0.71 vs 5.51 ± 0.98; <i>p</i> &gt; 0.05), or Reverse Digit Span Test (3.94 ± 0.81 vs 3.60 ± 0.82; <i>p</i> = 0.05).</p> Conclusion <p>Our results indicate that auditory abilities do not show enhancement in action video game players. Further research is needed to evaluate the potential of video games as an intervention tool, especially for individuals who experience difficulties with auditory processing.</p>

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Evaluation of central auditory abilities in action video game players adolescents

  • Ümit Can Çetinkaya,
  • Merve Meral Çetinkaya,
  • Yağmur Kılınç

摘要

Objectives

Despite the well-documented link between action video game playing and enhanced visual perception, there is a lack of sufficient studies exploring auditory abilities. The purpose of this study is to compare temporal processing and auditory memory abilities between individuals who play action video games and those with little to no video game experience.

Methods

The study included 39 action video game players and 35 individuals with little to no video game experience. Participants underwent the Frequency Pattern Test (FPT), Duration Pattern Test (DPT), and Random Gap Detection Test to assess their temporal auditory processing skills. The Digit Span Test and Reverse Digit Span Test were used to evaluate auditory memory capacity. Independent sample t-tests or Mann–Whitney U tests were used for group comparisons.

Results

No significant differences were observed between the action video game players and non-players in the Frequency Pattern Test (69.74 ± 15.55 vs 68.85 ± 17.70; p > 0.05), Duration Pattern Test (84.35 ± 14.69 vs 86.71 ± 13.71; p > 0.05), Random Gap Detection Test (7.16 ± 4.90 vs 8.91 ± 7.21; p > 0.05), Digit Span Test (5.56 ± 0.71 vs 5.51 ± 0.98; p > 0.05), or Reverse Digit Span Test (3.94 ± 0.81 vs 3.60 ± 0.82; p = 0.05).

Conclusion

Our results indicate that auditory abilities do not show enhancement in action video game players. Further research is needed to evaluate the potential of video games as an intervention tool, especially for individuals who experience difficulties with auditory processing.