Action video games requiring rapid perceptual processing and fast motor responses have become common among university students, prompting investigation into their potential influence on cognitive abilities like reaction time and problem solving. To compare these cognitive measures between gamers and non gamers, researchers evaluated forty two male Malaysian university students split equally into two groups based on their weekly gaming habits. Participants cleared of cognitive and physical impairments completed two standardized trials measuring reaction time via the Multi Operational Apparatus for Reaction Time and problem solving ability through a computerized Tower of Hanoi task. Overall, the study sought to determine whether the reported cognitive advantages of playing action video games extend beyond basic stimulus response efficiency to higher order executive functions and strategic planning skills.
| Item Type: | Book Section |
|---|---|
| Creators: | Creators Email / ID Num. Abu Bakar, Nur Shafika UNSPECIFIED Raja Hussain, Raja Nurul Jannat UNSPECIFIED Mohamed, Muhamad Noor UNSPECIFIED Saiful Annur, Muhamad Safiq UNSPECIFIED Mazaulan, Mardiana UNSPECIFIED Shari, Maisarah UNSPECIFIED Md Radzi, Noor Azila Azreen UNSPECIFIED |
| Subjects: | B Philosophy. Psychology. Religion > BF Psychology > Consciousness. Cognition G Geography. Anthropology. Recreation > GV Recreation. Leisure > eSports (Contests) |
| Divisions: | Universiti Teknologi MARA, Negeri Sembilan > Seremban Campus |
| Page Range: | pp. 98-99 |
| Keywords: | Action video games, reaction time, problem-solving ability, MOART, tower of Hanoi, cognitive performance |
| Date: | February 2026 |
| URI: | https://ir.uitm.edu.my/id/eprint/148033 |
148033.pdf
