Computer GamesNCT04944849
Reaction Time in Digital Game Players
An observational study of Computer Games, run by Baskent University at 1 site in Turkey (Türkiye).
Trial summary
With the increasing use of computers in recent years, the effects of games have started to be discussed. Young people who play computers are exposed to many stimuli during the game and they react to these stimuli with reactions at various rates. Read more about this study
- Who is it for?
- Ages 18 to 25 years, men onlyHealthy volunteers can take part
- Conditions the study is for
- Computer Games
- What is being tested?
- Reaction Time Tests
- How many people
- 53 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 1 Jun 2021to 30 Jun 2021
- Phase
- Observational
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 25 years
- Men only
- Healthy volunteers accepted
- Adult
Study population: male individuals aged between 18-25 years who have been playing digital games for more than 2 years
Who may be able to join
- male
- playing digital games for more than 2 years
Who cannot join
- female
- not having played any digital games for 2 years
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Reaction Time is Better in Digital Game Players
With the increasing use of computers in recent years, the effects of games have started to be discussed. Young people who play computers are exposed to many stimuli during the game and they react to these stimuli with reactions at various rates. In our study, we wanted to find out whether there is a significant difference in reaction time between young people who play computers more than 14 hours a week and those who do not.
Read the detailed description
While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied. The way the tests are applied; the first test will be separated as a trial and will not be included in the average. The next three tests will be averaged. Height, weight, smoking, use of antidepressants or stimulants, any ear or hearing problems, any eye disease, how many days a week and how much sports they do, the dominant side, whether they play digital and video games, for how long, what type of device (computer, tablet, phone), which games (League of legends, Player unknown's battlegrounds, World of Warcraft, Valorant, FIFA, PES, Call of duty, NBA, Counter strike:Global offensive CS:GO, other), how many hours a day and how many hours a week they play digital video games will be questioned whether they participate in the tournament with at least one of these games.
- Conditions
- Computer Games
- Being tested
- Reaction Time Tests
- Keywords
- digital game players, reaction time
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Reaction Time TestsDiagnostic test
While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied.
| Study group | Role | What they receive |
|---|---|---|
| digital gamer group | Individuals with computer use more than 14 hours a week were included in this group. Receives: Diagnostic Test: Reaction Time Tests | |
| player group | Individuals with computer use less than 14 hours a week were included in this group. Receives: Diagnostic Test: Reaction Time Tests |
What is being measured
The primary outcome is the main question the study is designed to answer.
Visual reaction time
Visual reaction time will be evaluated with the Human Benchmark application. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
Measured: 15 minutes
Auditory reaction time
Auditory reaction time will be evaluated with the Aim Trainer test. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
Measured: 15 minutes
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted30 Jun 2021
- Study start1 Jun 2021
- Primary completion30 Jun 2021
- Study completion30 Jun 2021
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Computer GamesStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Cohort
- Time perspective
- Prospective
- Enrolment
- 53 participants (actual)
Sponsor and investigators
- Lead sponsor
- Baskent University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Nihan Ozunlu Pekyavas, Baskent University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT04944849
- Sponsor's protocol ID
- KA20/207
- Status last verified
- Jan 2022
- First submitted
- 22 Jun 2021
- Last updated
- 14 Jan 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 14 Jan 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Reaction Time is Better in Digital Game Players
- ClinicalTrials.gov ID
- NCT04944849
- Acronym / sponsor ID
- KA20/207
- Conditions
- Computer Games
- Keywords
- digital game players, reaction time
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 53 participants (actual)
- Lead sponsor
- Baskent UniversityUniversity, hospital or other
- Study start
- 1 Jun 2021 (actual)
- Primary completion
- 30 Jun 2021 (actual)
- Study completion
- 30 Jun 2021 (actual)
- First posted
- 30 Jun 2021 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
With the increasing use of computers in recent years, the effects of games have started to be discussed. Young people who play computers are exposed to many stimuli during the game and they react to these stimuli with reactions at various rates. In our study, we wanted to find out whether there is a significant difference in reaction time between young people who play computers more than 14 hours a week and those who do not.
Detailed description
While doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied. The way the tests are applied; the first test will be separated as a trial and will not be included in the average. The next three tests will be averaged. Height, weight, smoking, use of antidepressants or stimulants, any ear or hearing problems, any eye disease, how many days a week and how much sports they do, the dominant side, whether they play digital and video games, for how long, what type of device (computer, tablet, phone), which games (League of legends, Player unknown's battlegrounds, World of Warcraft, Valorant, FIFA, PES, Call of duty, NBA, Counter strike:Global offensive CS:GO, other), how many hours a day and how many hours a week they play digital video games will be questioned whether they participate in the tournament with at least one of these games.
Study design
- Observational model
- Cohort
- Time perspective
- Prospective
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| digital gamer group | – | Diagnostic Test: Reaction Time TestsIndividuals with computer use more than 14 hours a week were included in this group. |
| player group | – | Diagnostic Test: Reaction Time TestsIndividuals with computer use less than 14 hours a week were included in this group. |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- Male only
- Healthy volunteers
- Accepted
- Age groups
- Adult
- Study population
- male individuals aged between 18-25 years who have been playing digital games for more than 2 years
Key inclusion criteria (2 listed)
- male
- playing digital games for more than 2 years
Key exclusion criteria (2 listed)
- female
- not having played any digital games for 2 years
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Reaction Time TestsWhile doing our research, the reaction time test in the Human Benchmark application, where the reaction time to many different stimuli on the computer can be evaluated, the Aim Trainer test and the auditory reaction time tests at https://playback.fm/audio-reaction-time will be applied. | Diagnostic test | digital gamer group, player group |
Primary outcome
Visual reaction time
Time frame: 15 minutes
Visual reaction time will be evaluated with the Human Benchmark application. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
Auditory reaction time
Time frame: 15 minutes
Auditory reaction time will be evaluated with the Aim Trainer test. individuals will be asked to click on the specified area when the red light changes to green light. The test will be repeated 3 times and the average value will be recorded in ms.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 14 Jan 2022.
- Individual participant dataSharing planned: Undecided
Related trials for Computer Games
Recruiting
Training Upper Limbs of Neurodiverse Children by Connecting Brain Activities to a Virtual Reality Based Game
Healthy Children, CP (Cerebral Palsy)
Recruiting
Effects of Rehabilitative Exergame Training on Foot Muscle Activity, Balance, and Mobility in Older Adults
Aging, Foot Muscle Dysfunction
Not yet recruiting
Evaluation of the Effectiveness of Two Different Teaching Methods in Nursing Students
Satisfaction, Self-regulation, Injection Skills
RecruitingObservational study
Utilizing an EEG-Based BCI Game to Evaluate Cognitive Skills in Children With Motor Impairments
Children With Motor Impairments
Recruiting
Protecting the Eyes of Gamers With Lubricating Eyedrops
Dry Eye Syndromes, Computer Vision Syndrome
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Computer Games, run by Baskent University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 2 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 14 Jan 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Visual reaction time (time frame: 15 minutes). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 14 Jan 2022.