Related Experiment Video
Updated: Oct 28, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Analysis of Selected Cognitive Abilities and Temperamental Traits Among Young Adults Playing Video Games
Justyna Krzepota1, Krzysztof Wrześniewski2, Joanna Basiaga-Pasternak2
1Institute of Physical Culture Sciences, University of Szczecin, 70-453 Szczecin, Poland.
Abstract:
Objectives: The aim of this study was to analyse cognitive functioning and temperamental traits among young adults differing in their level of engagement in video gaming. Methods: The analysis included 67 male students from the Józef Piłsudski University of Physical Education in Warsaw, Branch Campus in Biała Podlaska. Based on average daily gaming time, participants were classified as frequent players (n = 22; mean age 22.45 ± 2.40 years; 6.29 ± 6.07 h/day) or casual players (n = 45; mean age 21.60 ± 1.96 years; 0.94 ± 0.95 h/day). Cognitive functioning was assessed using the Reaction Test (RT), Signal Test (ST), and Determination Test (DT) from the Vienna Test System. Temperament was measured with the Formal Characteristics of Behaviour-Temperament Inventory. Results: Frequent players showed a trend toward shorter reaction time in RT/S3 (U = 356; p = 0.064). In the Signal Test, they demonstrated significantly fewer omitted reactions, more correct responses, higher focused attention, and better total results (all p < 0.01). Regarding temperament, frequent players scored significantly lower on briskness (p = 0.034) and rhythmicity (p = 0.021) than casual players. Conclusions: The present exploratory study suggests a nuanced relationship between media engagement, specific cognitive performance, and temperamental traits. Frequent players demonstrated a robust advantage in parameters of sustained attention, alongside a marginal descriptive trend toward faster psychomotor responses compared to casual players. Regarding temperament, frequent players were characterised by significantly lower self-reported briskness and rhythmicity, while no statistically significant between-group differences were detected for endurance, activity, or emotional reactivity. Crucially, because our data are cross-sectional and the frequent players group comprised exclusively esports students, these differences cannot be interpreted as definitive causal effects or direct consequences of gaming intensity alone.
Related Concept Videos
Psychometric Approach of Cognitive Development
Social Foundations of Self I: Play and Game
Revisionist Views of Adolescent and Adult Cognition
Environmental Influences on Intelligence
Biological Influences on Intelligence
Cognitive Development During Adolescence

