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논문 기본 정보

자료유형
학술저널
저자정보
(서울대학교) (서울대학교) (서울대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제32권 제2호 (인문사회과학 편)
발행연도
수록면
223 - 236 (14page)
DOI
10.35159/kjss.2023.04.32.2.223

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초록· 키워드

The purpose of this study was to compare cognitive and motor control skill task performance among high and low groups according to the level of participation in video game as leisure for explaining the positive aspects of participation in leisure games. Participants were recruited from right-handed male and female adults in their 20s and 30s (n=153). To evaluate cognitive function and motor control skill, a measurement program consisting of 9 cognitive tasks was used: Trail Making Test, Corsi Block Test, Tower of London, Key-mapping, shooting game performance(Grid Shot, Sphere Track), etc. Descriptive statistical analysis and normality test were conducted. The difference in cognitive task performance and motor control skill between high and low game participation groups was identified in the Mann-Whitney U analysis, a non-parameter test method, and the statistical significance level was set to .05. As a result, the high group according to the level of participation in video game showed overall higher task performance than the low group. TMT_A(p=.034), Key-mapping(default p=.039, random 2nd p=.043, random 3rd p=.039), and motor control skill tasks through gaming condition (Grid Shot p=.032, Sphere Track p=.030) were verified statistically significant differences between groups. The current study verifies the hypothesis that leisure game participation activities can increase neural plasticity of brain cognitive function and motor control skill. Also, it implies the positive aspects of game participation through significant empirical data.
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목차

  1. Abstract
  2. Ⅰ. 서론
  3. Ⅱ. 연구방법
  4. Ⅲ. 결과
  5. Ⅳ. 논의
  6. Ⅴ. 결론 및 제언
  7. 참고문헌

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