The effects of video game on executive functioning and creativity.

This study is an extension of an experiment conducted by Oei & Patterson (2013), which found a significant increase in executive functioning (task switching, selective attention and response inhibition) in non-gamers who played “Cut the Rope”, a physics-based puzzle video game. Our aim was to di...

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Bibliographic Details
Main Author: Tan, Sonia Iman Ying.
Other Authors: Michael Donald Patterson
Format: Final Year Project (FYP)
Language:English
Published: 2013
Subjects:
Online Access:http://hdl.handle.net/10356/52645
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author Tan, Sonia Iman Ying.
author2 Michael Donald Patterson
author_facet Michael Donald Patterson
Tan, Sonia Iman Ying.
author_sort Tan, Sonia Iman Ying.
collection NTU
description This study is an extension of an experiment conducted by Oei & Patterson (2013), which found a significant increase in executive functioning (task switching, selective attention and response inhibition) in non-gamers who played “Cut the Rope”, a physics-based puzzle video game. Our aim was to discover the unique features the game possesses that contribute to this gain. We also investigated “Cut the Rope’s” effect on creativity, another potential area of growth. Participants were randomly assigned into three groups: Group A played “Cut the Rope” and aimed to get maximum “Stars” for each stage; Group B played the same game, but continued to the next stage upon completion of the current stage and the Control Group played the video game “Tetris” for 10 hours. Contrary to previous literature, our study found no effects of “Cut the Rope” on executive functioning; however, the number of “Stars” obtained was positively correlated to gains in creativity for participants in Group A. Possible reasons for the findings, as well as the implications, are discussed.
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spelling ntu-10356/526452019-12-10T11:24:07Z The effects of video game on executive functioning and creativity. Tan, Sonia Iman Ying. Michael Donald Patterson School of Humanities and Social Sciences DRNTU::Social sciences This study is an extension of an experiment conducted by Oei & Patterson (2013), which found a significant increase in executive functioning (task switching, selective attention and response inhibition) in non-gamers who played “Cut the Rope”, a physics-based puzzle video game. Our aim was to discover the unique features the game possesses that contribute to this gain. We also investigated “Cut the Rope’s” effect on creativity, another potential area of growth. Participants were randomly assigned into three groups: Group A played “Cut the Rope” and aimed to get maximum “Stars” for each stage; Group B played the same game, but continued to the next stage upon completion of the current stage and the Control Group played the video game “Tetris” for 10 hours. Contrary to previous literature, our study found no effects of “Cut the Rope” on executive functioning; however, the number of “Stars” obtained was positively correlated to gains in creativity for participants in Group A. Possible reasons for the findings, as well as the implications, are discussed. Bachelor of Arts 2013-05-21T07:50:32Z 2013-05-21T07:50:32Z 2013 2013 Final Year Project (FYP) http://hdl.handle.net/10356/52645 en Nanyang Technological University 40 p. application/pdf
spellingShingle DRNTU::Social sciences
Tan, Sonia Iman Ying.
The effects of video game on executive functioning and creativity.
title The effects of video game on executive functioning and creativity.
title_full The effects of video game on executive functioning and creativity.
title_fullStr The effects of video game on executive functioning and creativity.
title_full_unstemmed The effects of video game on executive functioning and creativity.
title_short The effects of video game on executive functioning and creativity.
title_sort effects of video game on executive functioning and creativity
topic DRNTU::Social sciences
url http://hdl.handle.net/10356/52645
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