Professional Documents
Culture Documents
Study
Experimental Psychology
Francisco, Lanver M.
BS PSYCH 2-Y2-3
May 2021
Abstract
Several cross-section and training studies have shown that video game play can improve
cognitive functions such as visual attention, cognitive control, visual short-term memory, and
general processing speed. This study aims to know if First – Person Shooter Video Games
significantly makes the reaction time of BS Psychology students faster. The research sample
consists of 20 participants (10 men and 10 women) from BS Psychology students of Our Lady of
Fatima University – Valenzuela. The participants were asked to take an online simple reaction
time test from Human Benchmark to measure their reaction time then play 3D Aim Trainer (tile
frenzy level), an FPS online game. They were asked to play the FPS game for five times per day
in a span of one week to validate the consistency of the results. Then they took the same reaction
time test again for their post-test. The participants took part in both conditions, which is to take
the reaction time test without playing an FPS video game and to take the reaction time test after
playing an FPS video game. On the first part, before playing an fps game the average reaction
time of the participants were averaged at 294.7 ms. Then after playing the FPS game for one
week, the participants resulted in an average of 211.95 ms which shows that playing first-person
shooter games does significantly improve the reaction time of a person. The statistical analysis
used in the study is a paired T-test method with 1 tail prediction that resulted in a P-value of
0.0003 < 0.05 that shows that there is a significant difference between the two conditions which
makes the alternative hypothesis accepted. Therefore, first- person shooter video game usage
Keywords: First- Person Shooter Video Games, Reaction Time, Simple Reaction time
TABLE OF CONTENTS
CHAPTER Page
Introduction ………………………………………………………… 1
Hypothesis …………………………………………………………... 14
V. SUMMARY, CONCLUSIONS
Conclusions ………………………………………………………….. 30
Recommendations ………………………………………………….... 32
REFERENCES …………………………………………………………….... 34
APPENDICES ……………………………………………………………...... 39
CHAPTER I
1.0 Introduction
technological discoveries are present and we people use these technologies to help us in our daily
lives. Whether it’s entertainment or for work related purposes, we can’t deny that technology is
now really a part of our society. Video games are a part of the technological discoveries that
really created it’s very own industry. According to the Entertainment Software Association
(2019), in 2018, over 164 million adults in the USA play video games. Thanks to the wide
availability on the market, the affordable cost and the massive popularity, video games already
represent crucial tools as a source of entertainment (Granic et al., 2014; Jones et al., 2014). This
shows that video games are a leading form of entertainment today and it is also an integral part
of the American culture. Gaming has been around for almost 50 years, but the studies about its
harms are still in the early stages. Anguera & Gazzaley (2015) stated that video games are
designed with two primary goals: enjoyment and sustained player engagement. Many of today’s
most popular video games involve high levels of art, captivating music, and intricate storylines to
create immersive environments for an enhanced player experience that drive game play to be
both challenging and fun, with careful considerations of reward cycles that deliver positive and
negative feedback at appropriate times. Research shows that there are various benefits to playing
video games. These include cognitive benefits, such as improved reaction time, improved mental
2
flexibility, and improved spatial abilities, as well as other types of benefits, such as reduced
The aim of this study is to investigate the cognitive processes underlying cognitive test
performance and will focus on reaction time on how a person’s central information processing
The possibility that playing video games affects perceptual and cognitive skills has
received much interest lately. Video and computer games are the fastest growing segment of the
entertainment industry with shooter games accounting for 11% of the video and computer game
sales (National Institute on Media and the Family, 2008; Entertainment Software Association,
2007). While much of the early research on computer games focused on the negative impacts of
playing digital games, particularly on the impact of playing violent entertainment games on
aggression (Ferguson, 2007), and addiction (Gentile, 2009), gradually, scientific studies have
also recognized the potential positive impact of video games on people's health. In recent
decades, the field of computer gaming has increasingly developed toward serious purposes . As
early as in 1987, it was for the first time observed that famous commercial video games (i.e.,
Donkey Kong e Pac-Man) can have a positive effect on cognitive skills, improving the RTs of
older adults (Clark et al., 1987). Several cross-section and training studies have shown that video
game play can improve cognitive functions such as visual attention, cognitive control, visual
short-term memory, and general processing speed. Most action video game studies have used
first person shooter games and these video games contain several common properties:
unpredictability, intense speed, high perceptual, cognitive and motor load, the selection between
3
multiple action plans and an emphasis on peripheral processing (Green C.S, Li R., Bavelier D.,
2010).
—and action games appear to be excellent tools to make a person’s reaction time faster
Due to the widespread of Coronavirus disease, the study will be conducted in the homes
of the participants that are enrolled in Our Lady of Fatima University - Valenzuela Campus that
is located in Valenzuela City, Metro Manila, Philippines. Researchers will be using online
platforms such as google drive and messenger to communicate with the chosen participants.
The objective of this study is to determine the significant effects of first-person shooter
video games on the reaction time of BS Psychology students. This study will seek to answer the
following questions:
1. Does first-person shooter video game usage affect the reaction time of the students?
3. To what extent does first-person shooter video game usage affect the reaction time of the
students?
4. Does the measure of reaction time of an individual depend on hours spent per day on
video games?
4
In this section, the importance of the “Effects of First-Person Shooter Video Games on
the Reaction Time of BS Psychology Students” will be specified. Researchers also set down
contributions to those who will benefit from it and may prove this study useful.
Gamers. The direct recipients of this study are the people who play video games. This
will be beneficial to them for they can know if playing video games could affect their reaction
time.
Students. This study will be beneficial to the students as well, for this study can help
them know ways to improve their reaction time which is also beneficial for their daily lives.
Future Researchers. This study will be beneficial to future researchers for this will help
them conduct a more efficient and thorough study of the effects of First-person shooter video
games on the reaction time of the college students, further investigate the effects of this in
various aspects and hopefully serve as a primary source for the future studies.
The scope of this study will only cover the Psychology students in Our Lady of Fatima
University - Valenzuela campus, academic school year 2020-2021. The purpose of this study is
to know the effects of First-Person Shooter Video Games on the Reaction time of the
participants.
This study will be conducted only with the selected twenty [20] participants, who were
chosen regardless of their age, sex, or gender orientation and will also consider all aspects of
Psychology student's personal information. The researchers will be using a simple random
researchers and respondents safety, forms and the experimental procedure will be conducted by
CHAPTER II
In this chapter researchers will tackle a variety of concepts, ideas, and findings that are
related to the research study about the Effects of First-Person Shooter Video Games on the
Reaction Time of BS Psychology Students of Our Lady of Fatima University. This section
includes the review of different related literature, theoretical framework, conceptual framework,
hypothesis and definition of terms. Those that were included in this chapter help familiarize
Technology has come a very long way, it spawned different mediums that changed the
landscape of lifestyles of many people since its evolution. One maturing medium and industry
that spawned from the evolution of technology is video games. At first, computer and video
games were ignored by educators and most of them believe that this is only a mere distraction in
education. They have focused on the social and personal consequences of playing while ignoring
the important educational potentials of gaming. As time goes by, many researchers and
professionals seek the potential advantages of such a medium to the human skillset. (Squire,
2003). In its half a decade old, video games have quickly transformed into one of the most
pervasive, profitable, and influential forms of entertainment not just in the United States, but in
the whole world. Computer and Game software sales exceeded $6.35 in the United States, and
7
$19 billion worldwide in 2001 just at the beginning of the evolution of 3D graphics.
(Squire,2003)
First - Person Shooting Game or FPS is a video game genre centered on gun and other
weapon-based combat in a first-person perspective; that is, the player experiences the action
through the eyes of the protagonist. The genre shares common traits with other shooter games,
which in turn makes it fall under the heading action game. Video and computer games have the
highest growing segment in terms of entertainment with shooter games averaging 11% of the
computer and video games sales. (National Institute on Media and the Family, 2008;
Entertainment Software Association, 2007). All FPS features the same core gameplay which
involves the element of moving and shooting but some variations exist, with different titles
emphasizing certain aspects of the game play. Usually FPS control schemes are fully
customizable within the game. One hand uses the mouse for aiming, turning the player’s view
horizontally and vertically and the other hand is for the keyboard for movement and equipment.
(Kostas Gkikas, Dimitris Nathanael, Nicolas Maramaras 2007). FPSs require motor coordination,
rapidity, and reactive skills for ultimately “shooting before being shot”.
Reaction time is the amount of time that takes place between when a person perceives
something to when they respond to it. It is the ability to detect, process, and respond to a
stimulus. Reaction time has been widely studied, as its practical implications may be of great
consequence, e.g. a slower than normal reaction time while driving can have grave results. Many
factors have been shown to affect reaction times, including age, gender, physical fitness, fatigue,
distraction, alcohol, personality type, and whether the stimulus is auditory or visual (Kosinski,
8
Robert J., 2005). Reaction time plays a role in most of our day-to-day activities. Our ability to
interact with our surroundings and react to unexpected changes and events depends directly on
this cognitive skill. Being able to evaluate reaction time and understand how it functions could
be very helpful in a variety of situations and areas. Good reaction time allows us to be agile and
efficient when it comes to responding to stimuli and situations like driving, having a
conversation, playing sports, etc. Good reaction time benefits us in a variety of ways, but it's
important that we properly process the information that we receive. (CogniFit. 2017, January
17). There are different types of reaction time. Simple reaction time (SRT) is a simple reaction to
a single stimulus. Recognition reaction time (RRT) involves a cognitive process of selecting the
optimal response to multiple stimuli, and the response is dependent on the type and form of the
stimuli and there are some stimuli (the “memory set”) that should be responded to and others (the
“distracter set”) that should not be responded to (Balakrishnan et. al., 2014). Cognitive reaction
time (CRT) consists of identifying the significance of the stimuli, the association and application
of knowledge in order to develop an optimal cognitive response in agreement with the stimulus
complexity. (Badau, Baydil, & Badau, 2018). Simple reaction time can be calculated through
the means of tests that consists of participants being asked to press a button as soon as a light or
sound appears. (Shelton, Kumar, 2010). The speed of a human’s capability to process
information can be evaluated through using either simple reaction time tests or choice reaction
time tests. But choice RT has a greater emphasis on the decision making and it leads to longer
reaction time rather than getting the fastest reaction time possible. (Moradi,, Esmaeilzadeh,
2017).
In an experiment conducted on drivers, reaction time was associated with time pressure.
The participants were subjected into driving simulations for three (3) different time pressure
9
treatments: first, the No Time Pressure, second, the Low Time Pressure, and lastly the High
Time Pressure. It was found that young drivers reacted 21% faster than the older drivers when
pedestrians were presented. Further, sleep duration and physical fitness were found to be a factor
of the enhanced reaction time in the driving conditions (Pawar & Velaga, 2020)
Over the past decade, researchers have taken an interest that video games —in particular,
action or first-person shooter games experience has an impact on cognition. Experience with
action video games has been linked to a variety of visual and cognitive benefits, with much of
(Chisholm, & Kingstone, 2015). The new generation of “First Person Shooter” (FPS) games
require the players to develop a flexible mindset that allows them to engage in complex scenarios
that require the players to develop an adaptive mindset to rapidly react and monitor fast moving
visual and auditory stimuli, and to inhibit erroneous actions as shooting team mates instead of
enemies (Colzato et. Al 2012). If so, more extensive experience with video games could be
associated with better performance on a task that requires the monitoring and updating of
working memory (Colzato, L. S. 2010). Playing action video games contemporary examples
include God of War, Halo, Unreal Tournament, Grand Theft Auto, and Call of Duty requires
rapid processing of sensory information and prompt action, forcing players to make decisions
and execute them at a greater pace. During game play, delays in processing often cause rigorous
consequences, providing a large incentive for players to increase speed. Accordingly, there is
anecdotal evidence that avid game players react more easily to their environment. (Matthew
W.G. Dye, C. Shawn Green, and Daphne Bavelier 2009). Recent development of mobile devices
10
and other portable electronic devices enable us to play more video games at any time or
anywhere. As a result, it becomes more accessible to all ages. Although early studies have
reported possibilities of negative effects of video games but in recent studies suggest that playing
video games can enhance perceptual and cognitive process such as attention, memory and speed
of information processing (Yasuhiro Seya, Hiroyuki Shinoda 2016|). One area that has received
considerable attention is the effect of action video games on visual cognition. Video-game
players have been reported to show improved hand eye coordination, increased visual processing
in the periphery, enhanced mental rotation skills, greater divided attention, and enhanced
visuospatial memory. A series of published certain studies have established that playing action
video games enhances performance on tasks thought to measure different aspects of visual
attention, including the ability to distribute attention across space, cam efficiently perform
multiple tasks, track several moving objects at once, and process streams of briefly presented
visual stimuli (Green & Bavelier, 2003, 2007). Moreover, video games, especially FPSs, have
for some time been targeted in studies that challenge the idea that these games favor violent and
aggressive behaviors (Anderson et al., 2010; Ferguson, 2011). In contrast, a growing body of
specific cognitive processes (Anguera et al., 2013). Video games can also develop not only
spatial skills, but studies have shown that it is also a good way to develop problem-solving skills
(Prensky, 2012). This is because problem solving is always present on whatever type of video-
game. Puzzles in-game can range in complexity from finding the fastest exit point, to discovering
complex sequences that require memorization and analytical skills. (Granic, Lobel, Engels,
2014).
11
information before executing an action, this makes the players have fast decisions and execute
responses at a fast pace compared to their normal life every day. According to past studies that
compared the video-game player’s reaction time compared to those who are novice video-game
players, the possibility that playing video games affects perceptual and cognitive skills has
increased in a very large manner compared then. Although these studies do not primarily focus
on the study of this specific correlation, their data showed that video-game players are faster
overall than those who do not play such games. (Dye, Green, & Bavelier, 2009). Enhanced
cognitive performance is not attainable for all genres of video games. The most observable
effects on cognitive performance comes from playing first person shooter video games and not,
for example, puzzle or role-playing games (C. S. Green & Bavelier 2012).
According to (Blank, 2010) it shows that gamers develop an enhanced sensitivity to what
is going on around them, but this benefit does not just make them better at video games but also
improves a variety of general skills with everyday activities like driving, multitasking, reading
etc. Cognitive scientists from the University of Rochester report in the journal Current Biology
that video games could provide a strong training service for speeding up reactions in many types
According to the study, those who often play video games on a long term basis, showed
improvement in cognitive abilities compared to those who don’t wallow in gaming activities.
Similar to this study, Orosy-Fildes and Allan (Orosy-Fildes and Allan 1989) conducted a
study wherein they chose 20 subjects who were given a reaction time pretest (press a button
12
when a light turns on). After the pretest, half of the subjects underwent a 15-minute practice
treatment on an Atari 2600 video game system. All of the subjects were then post-tested on the
reaction time test. Those that received the video game experience showed a reduction in reaction
time of approximately 50 milliseconds not observed in the control group that received no game
experience. That was a dramatic change considering that the experiment was only conducted for
15 minutes.
Electronic sports or (Esports) represents a fast growing market with a large population of
people investing in playing video games. With an estimated revenue of $1.1 billion and increase
in audience up to 495 million in 2020. The esports business industry continues to grow (Newzoo,
2020). Many pro or casual gamers compete in different types of video games such as battle arena
(MOBA) or first person shooter (FPS) and most of these games require high speed reaction time.
The players are required to react to different visuals or acoustic stimuli and create a decision as
quickly as possible (Kowal et al., 2018). Acting quickly is very important in video games
because responding incorrectly can lead to losing the game. The importance of being fast in
reacting is also shown that gamers outperform non gamers in terms of simple reaction time.
(Richardson et al.,2014). Additionally, perceptual and attentional skills are vital for performance
in sports-related tasks like quick decision-making (Hüttermann et al., 2019). Therefore, it comes
to no surprise that sports people also showed significantly shorter reaction times than non-
sportspeople in numerous studies (Atan & Akyol, 2014). Thus, similar to eSports, traditional
sports can positively affect one’s reaction times and vice versa. Many physical and cognitive
factors contribute to influence on general reaction time (Badau et al., 2018) . In addition, as in
traditional sports, scouting could take place in eSports based on specific performance parameters.
Video games have always been a crucial part for both children’s and teenager’s lives since the
13
rise of technology, specifically computers. It all started when IT companies came up with the
game consoles which included a bunch of games that highly required high hand-eye
coordination. Using this information, it is possible to come up with a conclusion that playing
games on computers and consoles can have multiple benefits like improving hand-eye
coordination, reaction time, and increasing cognitive skill dexterity. (Ozkaya L. K. & Balci A. G,
2018). According to Lorenza S. Colzato, Pieter J.A van Leeuwen, Bernhard Hommel from
Cognitive Psychology Unit and Leiden institute for Brain and Cognition in Leiden University
and Werv P.M. van den Wildenberg from Amsterdam Center for the Study of Adaptive Control
the theory that first person shooter games might advance cognitive flexibility. They explain that
most first person shooter games highly require gamers to build up a flexible mindset to quickly
react to any fast stimuli, be it visual or auditory (Colzato et al, 2010) In an experiment, James C.
Rosser Jr. MD; Paul J. Lynch, MD and Laurie Cuddihy, MD who are from American Medical
Association, tested the hypothesis that there is a possible link between video gameplay and
laparoscopic surgical skill and suturing which are very sensitive operational duty. It is a
comparatively unorthodox experiment since their test subjects were 33 experienced surgeons.
The result that they reached was training with video games actually improves surgeons in their
motor skills and enhancement of visual attentiveness. (Rosser Jr, et al., 2005).
D.R.J Laming (1968). According to this theory, the subject gathers sensory data by extracting
14
information continuously from the stimulus display. When related to the topic of this study, it
shows that repeated usage of video games can affect and change the reaction time of a person.
The independent variable of the study is the first-person shooter video game, in which we
seek to find its effect on the Reaction time of the Psychology students in Our Lady of Fatima
University. The arrow represents the goal of the study which is to determine if the
Figure 1. This conceptual paradigm shows the significant effect of repeated playing of first-
person shooter video game usage on the reaction time of the participants.
Ho = First person shooter video game usage does not significantly affect the reaction time
of the students.
15
Ha = First person shooter video game usage significantly makes the reaction time of
students faster.
In this section key terms or the important variables in the study are enumerated and
operationally defined according to how they are used in the study and to have a better understanding
with the problem of the study, in addition to avoid ambiguous meaning of the key terms.
First - Person Shooting (FPS). A video game genre centered on guns and other weapon-
Cognition. A term referring to the mental processes involved in gaining knowledge and
Video Games. An electronic game that involves interaction with a user interface or input
Reaction Time. Amount of time that takes place between when a person perceives
Simple reaction time (SRT), the minimal time needed to respond to a stimulus, is a basic
CHAPTER III
METHODOLOGY
This chapter presents a description of the research method including the subject of the
study, instruments used for data gathering and processing procedure, and the statistical treatment
of the data. This includes the Research Design, Research Locale, Population and Sampling,
Instrumentation, Ethical Consideration, Data Collection, Data Analysis. This study will
determine Effects of First-Person Shooter Video Games on the Reaction Time of BS Psychology
The study employed Quantitative research with a true experimental research design, to
determine if First-Person Shooting Game, the independent variable, has an effect on improving
the dependent variable which is the reaction time of the students. This study is Quantitative
research since the researchers will be doing a systematic investigation through quantifiable data
gathering. The researchers utilized a pretest and post-test procedure to administer that the
respondents would accomplish. The pretest and post-test is the reaction time test from human
benchmark. This study is also an Experimental design since the following respondents will be
using a first-person shooter game which is the 3D Aim Trainer to determine if it can make the
reaction time of the participants faster. It is more efficient to use the stated research design due to
its nature, where it determines the causal relationship between the variables. In this study, there
will be intervention implemented as the study seeks to know the effects of First-person shooting
games can affect their reaction time. Lastly, the following respondents in this study are BS
17
Psychology students that will be having a pretest before taking the 3D Aim Trainer. Researchers
will select 20 students who have a stable laptop and internet connection for the experiment.
The sampling technique used to conduct this study is simple random sampling, where the
researchers assigned the Psychology students a number then used a number generator to choose a
participant for this study. The researchers then asked a few questions to determine if the
participants and their computers fit in the criteria of the researchers. This sampling technique
enables the data of this research to be generalizable for the whole sample. The criteria in
choosing the participants are as follows; The chosen participants must be enrolled in the course
of Bachelor of Science in Psychology, their computer must have a 60hz monitor, an external usb
The researchers will be randomly selecting 20 participants (10 men and 10 women) from
Our Lady of Fatima University, College of Psychology students to participate in the study. The
participants will undergo several tests online to measure their reaction time.
The researchers will use the computer-gaming reaction test of Human Benchmark Test
and 3D Aim Trainer to measure reaction time of the respondents. An online first-person shooter
game 3D Aim Trainer will be played by the respondents and the Human Benchmark test will be
the tool to measure their reaction time. The average (median) reaction time is 215 milliseconds,
18
according to the data collected so far. In addition to measuring your reaction time, this test is
affected by the latency of your computer and monitor. Using a fast computer and low latency/
high frame rate monitor will improve your score. While an average human reaction time may fall
between 200-250ms, according to the research Factors influencing the latency of simple reaction
time (Woods, D. L., Wyma, J. M., Yund, E. W., Herron, T. J., & Reed, B. ,2015), the total delay
from the hardware is 17.8 ms. Thus the researchers subtracted 17.8 ms to the total response time
of the participants.
The reaction time test of Human Benchmark, was designed to measure the Simple
Reaction Time (SRT) to frontal visual stimuli. The Human Benchmark reaction time test was
used in multiple researches like Differences among Three Measures of Reaction Time Based on
Hand Laterality in Individual Sports (Badau, D., Baydil, Badau, A., 2018) and the Technique to
Jamal Deen, 2017). This specific reaction time test was proven as a valid instrument for
measuring the simple reaction time of the participants based on the previous studies that used
this instrument. The researchers of this study will also ensure that all computers of the
participants used in our experiment are compliant with the device specifications that the
researchers have set (60hz monitor, a usb mouse, no background processes, atleast 5mbps of
internet).
19
This section will state the sequence on how the researchers gather the data. First, the
researcher constructed the title, Effects of First-Person Shooter Video Games on the Reaction
Time of BS Psychology Students and was validated to the Research Adviser; it was also stated
the general problem and specific problem to be answered through the results of the study.
The researchers will use the online reaction test of Human Benchmark to measure their
reaction time before and after playing the first person game 3D Aim Trainer. The reaction time
test will be conducted by the participants before playing to measure their reaction time. After
their first reaction time test, they proceeded to play the 3D aim trainer for seven days. Then, they
once again took the reaction time test for their post-test. After the assessment was conducted, the
researchers tabulated and analyzed the data. The researchers used a T-test to measure the
difference between the two conditions (reaction time before playing video games and after
playing video games) and to determine what hypothesis is true for this study. Once the data were
analyzed, the results of the study were expected to inform the participants and to help future
researchers as well.
This section will state the sequence on how the researchers will gather the research data.
Figure 2. Schematic diagram of the series of procedure and process of the research study.
Step 1: 20 Participants from college of Psychology. The researchers will randomly choose 10
men and 10 women under the college of Psychology to participate in the study.
Step 2: Briefing, Demographic Profile, and Consent Form (Respondents). The researchers
will also look through the demographic profile of the participants and proceed to give instruction
21
about the experiment. Respondents are informed about the study. They were asked for their
Step 2: Brief overview of the reaction time test. The researchers will give a brief overview on
Step 3: Experiment proper (simple reaction time test). The participant will individually
conduct the online response time test which is a simple computer-based test to measure reaction
time which tests how fast a person can click on the color that is indicated on the screen.
Step 4: Participants will play 3d aim trainer (tile frenzy level). An online aim lab will be
played by the respondents for seven days prior to their first reaction time test.
Step 5: Experiment proper (simple reaction time test) part 2. After seven days of playing the
3D aim trainer, the respondents will take the reaction time test for the last time for their post-test.
Step 6: Funnel Debriefing. The researchers then analyzed the conducted tests. Checking the
difference from their reaction time before playing and after playing the game.
Step 7: Full Debriefing. Provides participants with a full explanation of the hypothesis being
The researchers will not force the participants if they wish to withdraw from this study. If
the participants are sensitive to certain light patterns or flashing lights, they will be withdrawn
from this study. The personal information that will be gathered from the participants will remain
confidential and informed consent will be given at the beginning of this study.
23
CHAPTER IV
In this chapter, the researchers were able to tabulate the data of the study to show the
Table 1
The reaction time (ms) of the participants as measured by the reaction time test.
Table 1 shows the different reaction times of the participants and their initial average
before and after playing the FPS video game. The average reaction time of the participants
before playing is 294.7ms. After playing the FPS video game, they now have an average of
Table 2
The median, mode and standard deviation of the reaction time of the participants (ms).
Table 2 shows the median, mode, and standard deviation of their reaction time before and
after playing. Before playing, the participants have a median of 275ms, a mode of 343, and a
standard deviation of 101.498. After playing, the participants have a median of 207.5, no modes
as none of the values occurred more than ones, and a standard deviation of 58.121.
Table 3
The average reaction times and the median, mode, and s.d for female and male before and after
playing (ms.)
25
Figure 1
26
Figure 1 shows the average response time of the participants and the variance of the
results.
Figure 2
27
Figure 2 shows the response time of the participants in a scatter chart. The blue dots
represent the reaction times before playing, while the red dots represent the reaction times after
playing.
There are 20 participants for this study, 10 male and 10 female from the college of
Psychology of Our Lady of Fatima University. They were chosen through the means of simple
random sampling. They were also assessed by the researchers before they proceed to the
experiment to ensure that they fit the criteria for this study and to ensure their safety.
The data from the participants was tested using a paired T-test method with a 1 tail
prediction, repeated measures design.This is because the participants took part in both conditions
(reaction time test without playing FPS video game, and reaction time test after playing FPS
video game). The value of statistical significance was set at p < 0.05. The P-value is 0.0003 that
shows that there is a significant difference between the two conditions. With this P-value, the
alternative hypothesis (First person shooter video game usage significantly makes the reaction
CHAPTER V
29
Does first-person shooter video game usage affect the reaction time of the students?
According to the results of this study, first-person shooter video game usage has a
significant impact on the speed of the reaction time of the participants. In the span of seven days
of playing the first-person shooter game, their reaction time has been significantly faster
compared to before playing the game (with an average of 294.7 before playing the game, and
Based on the average reaction time of the participants, the average reaction time before
playing for females is 290.4ms and the average reaction time for males is 299ms. However the
median for females are higher with 300ms while the males have 266.5ms. The standard deviation
for the male is much larger thus the variance is higher with an S.D of 52.676 for female and
137.5960271 for male. This shows that females have a slightly faster reaction time than males
before playing the game because they did the reaction time test more consistently compared to
men. However the male average reaction time is noticeably higher than females after playing the
game with an average of 200.4 ms for males and 223.5 ms for females.
To what extent does first-person shooter video game usage affect the reaction time of the
students?
30
According to the results of the experiment. The average reaction time of the participants
before playing is 294.7ms, then the average reaction time speed was reduced significantly by
82.75ms after playing the game in a span of one week. This simply implies that the longer usage
of playing the game has a great effect on reducing the reaction time of the participants.
Does the measure of reaction time of an individual depend on hours spent per day on video
games?
According to the results of this study and some previous studies, the improvement on the
reaction times of the participants are dependent on the time that they spent in playing the FPS
video game.
3.12 Conclusions
Conclusion 1: First person shooter video games can make the reaction time of the
participants faster.
According to the results of this study, the average reaction time of the participants
significantly became faster after playing the FPS video game. Video-game usage has been
reported to improve the different cognitive aspects of the brain such as hand–eye coordination,
increased visual processing in the periphery, enhanced mental rotation skills, greater divided
studies have established that playing action video games enhances performance on tasks thought
to measure different aspects of visual attention, including the ability to (a) distribute attention
across space, (b) efficiently perform dual tasks, (c) track several moving objects at once, and (d)
process streams of briefly presented visual stimuli (Green & Bavelier, 2003, 2007). Another
31
study of Orosy-Fildes and Allan (Orosy-Fildes & Allan, 1989) they administered almost the
same experiment of this study that only lasted for 15 minutes yet the results already showed a
reduction in reaction time considering the short amount of time they have in conducting the
experiment. This goes to show that playing first-person shooter video games for a week has
Conclusion 2: Men have a faster average reaction time after playing and females are more
According to the results of the study, the average reaction time of females is faster than
men before playing the game. According to the research of Landaurer Et Al. (1980), women
have a faster decision time than men, and men have a faster movement time. Another research of
Blough and Slavin (1987) shows that Women may be slower physically but they are more
methodical and they focus more on the details compared to men. This explains how the females
did the first reaction time test more accurately and consistently thus having a faster overall
reaction time than men (before playing the game). However the male average reaction time is
noticeably higher than females after playing the game with an average of 200.4 ms for males and
223.5 ms for females. The reason could be that male are more familiar with video games
compared to females, they can easily adapt and absorb the information from the video games.
According to the research of Winn and Heeter (2009), women spend less time in video games
than men because women are required to fulfill more obligatory activities, leaving them less
available leisure time, which in turn makes them less likely to “make” time for games. This
shows that males are more familiar with video games in general and they can easily improve
Conclusion 3: First-person shooter video games can be used to train the speed of the
reaction time, but the improvement depends on the time spent playing.
There are many ways to train the reaction time of an individual, and playing video games
is only one of the proven ways to make the reaction time faster. According to the research of
Clark Et Al.,(1987) regular play of action video games was proven to be a helpful training
even if they have slower-than-normal speed of processing, such as the elderly or victims of brain
trauma. Another research by Wilms Et Al.,(2013) shows that playing action video games make
the encoding speed of visual information into visual short-term memory faster. The improvement
does seem to depend on the time spent on gaming. Thus this proves that the participants’
improvement on their reaction times are dependent on the time that they spent in playing the FPS
video game.
3.13 Recommendations
Based on the findings and conclusion of the study, here are several recommendations to be
considered:
1. FPS Games. Future research should explore the possibilities of video game usage (FPS
games) on enhancing a person’s reaction time and how it can help in our daily life and
how it can be a stepping stone on creating more games that not only entertain people but
also can help in the development of motor skills and cognition kills of human.
2. Esports and Sports. The esports industry in our world is growing. Many people in this
generation want to play competitively and in this time of pandemic we can see the
33
importance of esports in this time of pandemic that people cannot do outdoor sports. We
can say that esports has its own positive benefits for humans.
3. Gamers and Non-Gamers. The effects of reaction time depends if the person is a non
gamer or gamer studies shows that half of the 20 participants who are female and non-
gamers has high reaction time before playing a certain game while the other half which is
male can increase reaction time all throughout repetition. Repetition in video games is
highly required in increasing reaction time so the brain will get used to different visuals
4. Researchers. The results of this study will possibly serve as a guide for future research.
Researchers may conduct a study or an experiment related to this topic in order to gain
more knowledge that can contribute to mankind and other researchers. The researchers
also suggested that future investigators should explore more and should look for more
REFERENCES:
Abbasi-Kesbi, R., Memarzadeh-Tehran, H., & Deen, M. J. (2017). Technique to estimate human
reaction time based on visual perception . Healthcare Technology Letters, 4(2), 73–77.
doi:10.1049/htl.2016.0106
34
https://www.futurity.org/video-games-speed-up-reaction-time/
Aliya, H., Syed, F.M., Mahum, F. et. Al. (2015) Does Playing Video Games effect cognitive
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6290198/
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al.
(2010). Violent video game effects on aggression, empathy, and prosocial behavior in
Eastern and Western countries: a meta-analytic review. Psychol. Bull. 136, 151–173. doi:
10.1037/a0018251
Anguera, J. A., & Gazzaley, A. (2015). Video games, cognitive exercises, and the enhancement
doi:10.1016/j.cobeha.2015.06.002
Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., …
Gazzaley, A. (2013). Video game training enhances cognitive control in older adults.
Badau, D., Baydil, B., & Badau, A. (2018). Differences among Three Measures of Reaction
doi:10.3390/sports6020045
Bavelier, D., & Green, C. S. (2016). The Brain-Boosting Power of Video Games. Scientific
Blough, P.M., Slavin, L.K. Reaction time assessments of gender differences in visual-spatial
https://doi.org/10.3758/BF03208225
Chisholm, J. D., & Kingstone, A. (2015). Action video games and improved attentional control:
Clark, J. E., Lanphear, A. K., and Riddick, C. C. (1987). The effects of videogame playing on the
10.1093/geronj/42.1.82
Clark, J.E., Lanphear, A.K., & Riddick, C.C. (1987). The effects of videogame playing on the
https://www.cognifit.com/science/cognitive-skills/response-time
Colzato, L. S. (2010). DOOM’d to switch: superior cognitive flexibility in players of first person
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). Increasing Speed of Processing with Action
doi:10.1111/j.1467-8721.2009. 01660.
36
Entertainment Software Association. (2016). “Essential facts about the computer and video game
industry:2016sales,demographic,andusagedata.”.http://essentialfacts.theesa.com/Essential
-Facts-2016.pdf
Ferguson, C. J. (2007). The good, the bad and the ugly: a meta-analytic review of positive and
negative effects of violent video games. Psychiatr. Q. 78, 309–316. doi: 10.1007/s11126-
007-9056-9
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. Psychol. Sci. 20,
Granic, I., Lobel, A., and Engels, R. C. (2014). The benefits of playing video games. Amer.
Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games.
Inge L. Wilms, Anders Petersen, Signe Vangkilde, Intensive video gaming improves encoding
speed to visual short-term memory in young male adults, Acta Psychologica, Volume
https://doi.org/10.1016/j.actpsy.2012.11.003.
Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., and Carras, M. C. (2014). Gaming well:
links between videogames and flourishing mental health. Front. Psychol. 5:260. doi:
10.3389/fpsyg.2014.00260
37
Kosinski, Robert J. 2005. A Literature Review of Reaction Time. Accessed March 17, 2005.
http://biae.clemson.edu/bpc/bp/Lab/110/reaction.htm#Arousal
L. Kutay Ozkaya, A. Gokay Balci (2018). Do Video Games Have an Effect on Reaction Time
https://www.academia.edu/37084109/Do_Video_Games_Have_an_Effect_on_Reaction_
Time_and_Reflexes
Moradi, A., Esmaeilzadeh, S. Simple reaction time and obesity in children: whether there is a
017-0612-0
Oei, A. C., & Patterson, M. D. (2013). Enhancing Cognition with Video Games: A Multiple
Orosy-Fildes, C., and R.W. Allan. 1989. Psychology of computer use: XII. Videogame play:
Human reaction time to visual stimuli. Perceptual and Motor Skills 69:243-247.
Peter Bickmann, German Sport University Cologne, Germany Konstantin Wechsler, German
Sport University Cologne, Germany Kevin Rudolf, German Sport University Cologne,
Germanyhttps://www.igi-global.com/article/comparison-of-reaction-time-between-
esports-players-of-different-genres-and-sportsmen/274054
Shelton, J., & Kumar, G. P. (2010). Comparison between Auditory and Visual Simple Reaction
Unsworth, N., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W.
Weber, R., Behr, K.-M., Tamborini, R., Ritterfeld, U., & Mathiak, K. (2009). What Do We
doi:10.1111/j.1083-6101.2009.01479.x
Winn, J., Heeter, C. Gaming, Gender, and Time: Who Makes Time to Play?. Sex Roles 61, 1–13
(2009). https://doi.org/10.1007/s11199-009-9595-7
Woods, D. L., Wyma, J. M., Yund, E. W., Herron, T. J., & Reed, B. (2015). Factors influencing
doi:10.3389/fnhum.2015.00131
APPENDIX A
39
The Department of Psychology at Our Lady of Fatima University supports the practice
of protection of human participants in research. The following will provide you with
information about the experiment that will help you in deciding whether or not you wish
to participate. If you agree to participate, please be aware that you are free to withdraw
at any point throughout the duration of the experiment without any penalty.
Your participation is solicited, yet strictly voluntary. All information will be kept
confidential and your name will not be associated with any research findings.
_______________________________ ________________________
______________________________
Print Name
CURRICULUM VITAE
PERSONAL DETAILS
Name: Lance Kenneth S. Garcia
Address: 1088 Karen Avenue, Gen. T. de Leon, Valenzuela City
Email Address: lsgarcia1302val@student.fatima.edu.ph
40
EDUCATIONAL BACKGROUND
College: Colegio de San Juan de Letran (2019-2020)
Our Lady of Fatima University (2020-present)
Senior High School: University of the East - Caloocan
Junior High School: Montessori Academy of Valenzuela
AFFILIATION
2019-2020 Member of Letran Psychology Society
ACHIEVEMENTS
2018-2019 - With honors
PERSONAL DETAILS
Age: 21
Religion: Roman-Catholic
EDUCATIONAL BACKGROUND
AFFILIATION
ACHIEVEMENTS
PERSONAL DETAILS
Age: 21
Religion: Roman-Catholic
EDUCATIONAL BACKGROUND
AFFILIATION
ACHIEVEMENTS
PERSONAL DETAILS
Age: 20
Religion: Christian
EDUCATIONAL BACKGROUND
AFFILIATION
ACHIEVEMENTS
PERSONAL DETAILS
Age: 25
Religion: Protestant
EDUCATIONAL BACKGROUND
Senior High School: Sacred Heart Academy of Sta. Maria (Bulacan) Inc.
ACHIEVEMENTS
2017-2018 - With honors
PERSONAL DETAILS
Age: 20
Religion: Roman-Catholic
EDUCATIONAL BACKGROUND
ACHIEVEMENTS: