Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play: An Exploratory Research

Effect of Gaming Mode Upon the Players' Cognitive Performance During Brain Games Play: An Exploratory Research

Faizan Ahmad (Research Center for Human-Computer Interaction (RC-HCI), COMSATS University Islamabad (CUI), Lahore, Pakistan), Zeeshan Ahmed (Institute of Software, Chinese Academy of Sciences, Beijing, China) and Sara Muneeb (Research Center for Human-Computer Interaction (RC-HCI), COMSATS University Islamabad (CUI), Lahore, Pakistan)
Copyright: © 2021 |Pages: 10
DOI: 10.4018/IJGBL.2021010105
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Abstract

An improvement in cognitive performance through brain games play is implicit yet progressive. It is necessary to explore factors that potentially accelerate this improvement process. Like various other significant yet unexplored aspects, it is equally essential to establish a performative (fusion of accuracy and efficiency) insight about players' cognition (memory, vision, and analytics) among the different modes of brain games. This paper presents empirical research that investigates the impact of different modes of brain games (single vs. multiplayer) upon the players' cognitive performance. An accumulated result of the research revealed that the cognitive performance in memory stimulating and visual activity-oriented brain games play significantly boosts during multiplayer mode. Similarly, cognitive accuracy in analytical brain gameplay also increases during the multiplayer mode; however, it's rather inefficient. In addition, both the components of cognitive performance in single-player mode are reported as negatively correlated, while in the multiplayer mode it's rather contrary.
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1. Introduction

Cognitive performance (IJGBL.2021010105.m02) is a mental capacity that is affected by inhibitory control and executive functions, which are factors responsible for the planning, intellectual organization and behavior control (Diamond., 2013; Ruiz-Ariza et al., 2017). Memory, visual acuity, concentration and numeric-linguistic reasoning abilities appear among the most important components of IJGBL.2021010105.m03 (Ruiz et al., 2010; Diamond., 2013; Esteban-Cornejo et al., 2015; Ruiz-Ariza et al., 2017). It has been observed that young people with high IJGBL.2021010105.m04 have greater self-esteem and self-concept (Fati-Ashtiani et al., 2007), and they show less risk of chronic widespread pain (Gale et al., 2012). However, low IJGBL.2021010105.m05 has been associated with anxiety disorder (Martin et al., 2007), depression (Jaycox et al., 2009), and psychological distress (Gale et al., 2008). Therefore, to ensure a better living of mankind, it’s necessary to find an effective mean of IJGBL.2021010105.m06 improvement as well as rehabilitation.

Brain games (IJGBL.2021010105.m07) have been enormously being considered for a long time as one of the most cost-effective, entertaining and compelling means for the progressive improvement of IJGBL.2021010105.m08 (Lowery & Knirk., 1982; Dorval & Pepin., 1986; Drew & Waters., 1986; McClurg & Chaille., 1987; Dustman et al., 1992; Okagaki & Frensch., 1994; Subrahmanyam & Greenfield., 1994; Greenfield et al., 1996; Yuji., 1996). Recently, scholars also proposed several IJGBL.2021010105.m09 that mostly offer single-player gaming mode in this regard (Chuang & Chen, 2009; Byun & Park, 2011; Foukarakis et al., 2011; Vasconcelos et al., 2012; Belchior et al., 2013; Navarro et al., 2013; Cecilia et al., 2014; Lopez-Samaniego et al., 2014; Matsushima et al., 2014). However, in order to achieve their ultimate goal, a challenge is to keep players committed to undertake IJGBL.2021010105.m10 playing activity on regular bases for a longer period of time (Roschelle et al., 2000; Aison et al., 2002; Garris et al., 2002; Melenhorst., 2002; Eggermont at al., 2006; Ijsselsteijn et al., 2007; Pearce., 2008; O’Donovan., 2012). Single-player games, especially of serious nature such as IJGBL.2021010105.m11, normally lack in this regard. To overcome this issue, Faizan et al., 2017 designed a cooperative yet competitive multiplayer gaming environment for the IJGBL.2021010105.m12 of “BrainStorm” game suite, which triggers the psychosocial factors of motivation among the players to achieve their long-term commitment with IJGBL.2021010105.m13 playing activity. However, the proposed solution didn’t delineate against the following contradictory facts about players’ IJGBL.2021010105.m14 that potentially induce due to the psychosocial factors during the multiplayer mode of IJGBL.2021010105.m15 play.

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