A multimodal analysis combining behavioral experiments and survey-based methods to assess the cognitive effect of video game playing: good or evil?

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Colleges, School and Institutes

External organisations

  • Korea Institute of Science and Technology


This study aims to bridge the gap between the discrepant views of existing studies in different modalities on the cognitive effect of video game play. To this end, we conducted a set of tests with different modalities within each participant: (1) Self-Reports Analyses (SRA) consisting of five popular self-report surveys, and (2) a standard Behavioral Experiment (BE) using pro- and antisaccade paradigms, and analyzed how their results vary between Video Game Player (VGP) and Non-Video Game Player (NVGP) participant groups. Our result showed that (1) VGP scored significantly lower in Behavioral Inhibition System (BIS) than NVGP (p  =  0.023), and (2) VGP showed significantly higher antisaccade error rate than NVGP (p  =  0.005), suggesting that results of both SRA and BE support the existing view that video game play has a maleficent impact on the cognition by increasing impulsivity. However, the following correlation analysis on the results across individual participants found no significant correlation between SRA and BE, indicating a complex nature of the cognitive effect of video game play.


Original languageEnglish
Article number3219
Issue number11
Publication statusPublished - 5 Jun 2020


  • internet gaming disorder, video game addiction, impulsivity, response inhibition, prosaccade, antisaccade