A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens

Detalhes bibliográficos
Autor(a) principal: Marques, André Luís de Souza
Data de Publicação: 2022
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://hdl.handle.net/11449/216508
Resumo: Every motor action that we perform requires decision-making, which takes place from information available in the environment, obtained by the sensory systems, used so that we can choose the best option. The information available in the environment can occur in two ways: explicit (discriminated by the individual) or implicit (not discriminated by the individual). An activity that is part of the routine of a part of the population is electronic games, which require a lot of decisionmaking in a short period of time and that could influence the decision-making process after some period of practice. Thus, the present study aimed to analyze decision-making in adults with and without experience with electronic games. Therefore, 30 young adults participated in the present study, forming 2 groups: 15 participants (mean age 21.6 ± 1.4), who play League of Legends at least 10 hours per week and 15 participants (mean age of 22.6 ± 2.1) who has no experience in any electronic game. Participants performed a choice response time test, 4 circles were presented on a monitor and when a circle was illuminated the participant had to press a corresponding button on a controller. 4 experimental conditions were created: without any hints, and with implicit hints 43, 86 and 129 ms before the circle is lit. The implicit hint consisted in the presentation of a black dot, during 43 ms, 86 ms and 129 ms before the illumination in the circle. Each condition occurred 8 times, randomly, totaling 32 trials. The time required for the answer and whether it was correct was stored by the system for comparison between groups. It was expected that the results of individuals who play for at least 10 hours per week were better than when compared to people who did not play any type of electronic game during their routine. The results indicated that the fact that individuals played electronic games had a positive influence on the response time, as players had a lower average choice response time than non-players. As for the presence of the implicit cue, it was also possible to notice that the players' response time reduced linearly as the implicit cue occurred with a longer interval before the stimulus. And finally, in the manual dexterity tests (9-pin test), the group of players had a lower average than the non-players, both with the dominant hand and with the dominant hand. Therefore, we can say that young adults who play electronic games have faster decision making and better manual dexterity than young adults who do not play electronic games manual
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spelling A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovensThe influence of electronic games on decision-making and manual dexterity of young adultsElectronic gamesDecision makingManual dexterityJogos eletrônicosTempo de respostaDestreza manualEvery motor action that we perform requires decision-making, which takes place from information available in the environment, obtained by the sensory systems, used so that we can choose the best option. The information available in the environment can occur in two ways: explicit (discriminated by the individual) or implicit (not discriminated by the individual). An activity that is part of the routine of a part of the population is electronic games, which require a lot of decisionmaking in a short period of time and that could influence the decision-making process after some period of practice. Thus, the present study aimed to analyze decision-making in adults with and without experience with electronic games. Therefore, 30 young adults participated in the present study, forming 2 groups: 15 participants (mean age 21.6 ± 1.4), who play League of Legends at least 10 hours per week and 15 participants (mean age of 22.6 ± 2.1) who has no experience in any electronic game. Participants performed a choice response time test, 4 circles were presented on a monitor and when a circle was illuminated the participant had to press a corresponding button on a controller. 4 experimental conditions were created: without any hints, and with implicit hints 43, 86 and 129 ms before the circle is lit. The implicit hint consisted in the presentation of a black dot, during 43 ms, 86 ms and 129 ms before the illumination in the circle. Each condition occurred 8 times, randomly, totaling 32 trials. The time required for the answer and whether it was correct was stored by the system for comparison between groups. It was expected that the results of individuals who play for at least 10 hours per week were better than when compared to people who did not play any type of electronic game during their routine. The results indicated that the fact that individuals played electronic games had a positive influence on the response time, as players had a lower average choice response time than non-players. As for the presence of the implicit cue, it was also possible to notice that the players' response time reduced linearly as the implicit cue occurred with a longer interval before the stimulus. And finally, in the manual dexterity tests (9-pin test), the group of players had a lower average than the non-players, both with the dominant hand and with the dominant hand. Therefore, we can say that young adults who play electronic games have faster decision making and better manual dexterity than young adults who do not play electronic games manualToda ação motora que realizamos requer uma tomada de decisão, que ocorre a partir de informações disponíveis no ambiente, obtidas pelos sistemas sensoriais, utilizadas para que possamos escolher a melhor opção. As informações disponíveis no ambiente podem ocorrer de duas formas: explícitas (discriminadas pelo indivíduo) ou implícitas (não discriminadas pelo indivíduo). Uma atividade que faz parte da rotina de uma parte da população são os jogos eletrônicos, que exigem muitas tomadas de decisão em um curto intervalo de tempo e que poderia influenciar no processo de tomada de decisão após algum período de prática. Dessa forma, o presente estudo teve por objetivo analisar a tomada de decisão em adultos com e sem experiência com jogos eletrônicos. Para tanto, participaram do presente estudo 30 adultos jovens, formando 2 grupos: 15 participantes (média de idade de 21,6 ± 1,4),que jogam o League of Legends pelo menos durante 10 horas semanais e 15 participantes (média de idade de 22,6 ± 2,1) que não tem experiência em qualquer jogo eletrônico. Os participantes realizaram um teste de tempo de resposta de escolha, 4 círculos foram apresentados em um monitor e quando um círculo era iluminado o participante deveria pressionar um botão correspondente em um controlador. Foram criadas 4 condições experimentais: sem qualquer dica, e com dicas implícitas 43, 86 e 129 ms antes do acendimento do círculo. A dica implícita consistiu na apresentação de um ponto preto, durante 43 ms, 86 ms e 129 ms antes, da iluminação no círculo. Cada condição ocorreu 8 vezes, de formas aleatórias, totalizando 32 tentativas. O tempo necessário para a resposta e se a mesma foi correta foi armazenado pelo sistema para comparação entre os grupos. Esperava-se que os resultados dos indivíduos que jogam por pelo menos 10 horas semanais fossem melhores do que quando comparados à pessoas que não jogavam nenhum tipo de jogo eletrônico durante sua rotina. Os resultados indicaram que o fato dos indivíduos jogarem jogos eletrônicos influenciou de forma positiva no tempo de resposta, pois os jogadores tiveram uma média de tempo de resposta de escolha menor do que os não-jogadores. Quanto a presença da dica implícita, também foi possível perceber que o tempo de resposta dos jogadores reduzia linearmente a medida que a dica implícita ocorria com intervalo maior antes do estímulo. E por fim, nos testes de destreza manual (teste dos 9-pinos), o grupo de jogadores obteve média menor do que o de não-jogadores, tanto com a mão dominante, quanto com a mão- dominante. Portanto, podemos afirmar que adultos jovens praticantes de jogos eletrônicos apresentam tomada de decisão mais rápidas e melhor destreza manual do que adultos jovens não praticantes de jogos eletrônicos.Não recebi financiamentoUniversidade Estadual Paulista (Unesp)Barela, José Angelo [UNESP]Universidade Estadual Paulista (Unesp)Marques, André Luís de Souza2022-02-10T17:56:14Z2022-02-10T17:56:14Z2022-01-12info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisapplication/pdfhttp://hdl.handle.net/11449/216508porinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESP2023-10-25T06:12:05Zoai:repositorio.unesp.br:11449/216508Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T15:57:33.111414Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
The influence of electronic games on decision-making and manual dexterity of young adults
title A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
spellingShingle A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
Marques, André Luís de Souza
Electronic games
Decision making
Manual dexterity
Jogos eletrônicos
Tempo de resposta
Destreza manual
title_short A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
title_full A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
title_fullStr A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
title_full_unstemmed A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
title_sort A influência dos jogos eletrônicos na tomada de decisão e destreza manual de adultos jovens
author Marques, André Luís de Souza
author_facet Marques, André Luís de Souza
author_role author
dc.contributor.none.fl_str_mv Barela, José Angelo [UNESP]
Universidade Estadual Paulista (Unesp)
dc.contributor.author.fl_str_mv Marques, André Luís de Souza
dc.subject.por.fl_str_mv Electronic games
Decision making
Manual dexterity
Jogos eletrônicos
Tempo de resposta
Destreza manual
topic Electronic games
Decision making
Manual dexterity
Jogos eletrônicos
Tempo de resposta
Destreza manual
description Every motor action that we perform requires decision-making, which takes place from information available in the environment, obtained by the sensory systems, used so that we can choose the best option. The information available in the environment can occur in two ways: explicit (discriminated by the individual) or implicit (not discriminated by the individual). An activity that is part of the routine of a part of the population is electronic games, which require a lot of decisionmaking in a short period of time and that could influence the decision-making process after some period of practice. Thus, the present study aimed to analyze decision-making in adults with and without experience with electronic games. Therefore, 30 young adults participated in the present study, forming 2 groups: 15 participants (mean age 21.6 ± 1.4), who play League of Legends at least 10 hours per week and 15 participants (mean age of 22.6 ± 2.1) who has no experience in any electronic game. Participants performed a choice response time test, 4 circles were presented on a monitor and when a circle was illuminated the participant had to press a corresponding button on a controller. 4 experimental conditions were created: without any hints, and with implicit hints 43, 86 and 129 ms before the circle is lit. The implicit hint consisted in the presentation of a black dot, during 43 ms, 86 ms and 129 ms before the illumination in the circle. Each condition occurred 8 times, randomly, totaling 32 trials. The time required for the answer and whether it was correct was stored by the system for comparison between groups. It was expected that the results of individuals who play for at least 10 hours per week were better than when compared to people who did not play any type of electronic game during their routine. The results indicated that the fact that individuals played electronic games had a positive influence on the response time, as players had a lower average choice response time than non-players. As for the presence of the implicit cue, it was also possible to notice that the players' response time reduced linearly as the implicit cue occurred with a longer interval before the stimulus. And finally, in the manual dexterity tests (9-pin test), the group of players had a lower average than the non-players, both with the dominant hand and with the dominant hand. Therefore, we can say that young adults who play electronic games have faster decision making and better manual dexterity than young adults who do not play electronic games manual
publishDate 2022
dc.date.none.fl_str_mv 2022-02-10T17:56:14Z
2022-02-10T17:56:14Z
2022-01-12
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/bachelorThesis
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/11449/216508
url http://hdl.handle.net/11449/216508
dc.language.iso.fl_str_mv por
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dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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dc.publisher.none.fl_str_mv Universidade Estadual Paulista (Unesp)
publisher.none.fl_str_mv Universidade Estadual Paulista (Unesp)
dc.source.none.fl_str_mv reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
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institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
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