Evaluating the sustained effects of action gaming on visuospatial planning and cognitive flexibility under cognitive fatigue / Muhammad Haiqal Zianuddin ... [et al.].

Zianuddin, Muhammad Haiqal and Mohd Zaid, Amelia Natasya and Mohd Pozi, Muhammad Ariff Munshir and Mohd Nizam, Muhammad Hariz and Zani, Muhammad Isamuddin and Abu Kassim, Nurul Ain and Mohamed, Muhamad Noor (2025) Evaluating the sustained effects of action gaming on visuospatial planning and cognitive flexibility under cognitive fatigue / Muhammad Haiqal Zianuddin ... [et al.]. In: International Graduate Colloquium: Sports and Physical Exercise Assembly of Knowledge Sharing, i-SPEAK 2025. Universiti Teknologi MARA, Negeri Sembilan. ISBN 978-629-99383-7-8

Abstract

This study explores the cognitive mechanisms enabling action video game players to maintain problem-solving under cognitive fatigue, addressing gaps in cognitive benefits, causal evidence, and mechanisms. A comparative analysis with non-gamers highlights differences in cognitive resilience and problem-solving performance, offering insights into gaming’s potential role in enhancing cognitive function. This quasi-experimental pre- and post-test study involved 30 participants (n = 30; 18–30 years, Seremban), split into 15 gamers (n = 15; <7 hours gaming per week) and 15 non-gamers (n = 15, <1 hour gaming per week). Cognitive performance was assessed using the Tower of London task pre- and post-intervention, where several values were noted to indicate visuospatial planning and cognitive flexibility. The values noted are average moves and problem-solving time [1]. To induce cognitive fatigue, gamers performed the Stroop test for 45 minutes and non-gamers engaged in a cognitive-neutral activity by watching “NASA’s Cassini Mission” documentary, ensuring controlled intervention contrasts. Paired Sample T-test was conducted afterwards to show effect of time and to differentiate effect between groups, magnitude of mean difference was observed afterwards. Statistical significance was set at (p<0.05).

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Zianuddin, Muhammad Haiqal
UNSPECIFIED
Mohd Zaid, Amelia Natasya
UNSPECIFIED
Mohd Pozi, Muhammad Ariff Munshir
UNSPECIFIED
Mohd Nizam, Muhammad Hariz
UNSPECIFIED
Zani, Muhammad Isamuddin
UNSPECIFIED
Abu Kassim, Nurul Ain
UNSPECIFIED
Mohamed, Muhamad Noor
UNSPECIFIED
Subjects: G Geography. Anthropology. Recreation > GV Recreation. Leisure > Sports
Divisions: Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus
Keywords: Video games, cognitive fatigue, problem-solving performance, cognitive resilience, gamers
Date: February 2025
URI: https://ir.uitm.edu.my/id/eprint/116249
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