1 AIT Asian Institute of Technology

Investigating the cognitive, behavioral, and EEG effects of competitive online action video games : a longitudinal study of PUBG Abdul Raheem

AuthorShafana, Abdul Raheem Fathima
Call NumberAIT Thesis no.CS-22-06
Subject(s)Video games--Psychological aspects--Case studies
Electroencephalography

NoteA thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science
PublisherAsian Institute of Technology
AbstractLong time playing in competitive online action video games (AVGs) has become a popular leisure activity which has raised accrued interest for investigation for its effect on both cognition and behavior. Despite many studies, the effect of these games on cognition and behavior remains controversial, with mixed findings. This longitudinal intervention study aims to compare the cognitive and behavioral effects of PUBG, a popular and pervasive online AVG, to those of an active control group intervened with a cognitive training game. Participants from both experiment (n=16) and control (n=16) group un derwent an intervention for two weeks in in-the-wild manner. Cognitive functions such as working memory, inhibitory control, impulsivity, processing speed, task-switching ability, and fluid intelligence were assessed using battery tests, whereas behavioral mea sures such as aggression and curiosity were evaluated using self-reported questionnaires before and after the intervention. Additionally, we used EEG as a physiological marker to complement and validate the measures. Upon controlling the confounding variables, the results revealed that the PUBG intervened participants had improved fluid intelli gence but having higher impulsivity coupled with reduced inhibitory control. On the other hand, cognitive training game intervention showed a similar improvement in fluid intelligence in addition to improvements in working memory, with no adverse effects on inhibitory control or impulsivity. EEG signals further supported these findings. Thus, the findings and implications from the study would be useful for a significant fraction of the population as we report both the potential benefits and detrimental effects of playing a popular online AVG gauged against a cognitive training game.
Year2022
TypeThesis
SchoolSchool of Engineering and Technology
DepartmentDepartment of Information and Communications Technologies (DICT)
Academic Program/FoSComputer Science (CS)
Chairperson(s)Chaklam Silpasuwanchai;
Examination Committee(s)Dailey, Matthew N.;Mongkol Ekpanyapong;
Scholarship Donor(s)AIT Scholarships
DegreeThesis (M. Sc.) - Asian Institute of Technology, 2022


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