None listed
Conditions
Interventions
Intervention1: NIL: NIL
Control Intervention1: NIL: NIL
Sponsors
Eesha Sagdeo
Eligibility
Inclusion criteria
Inclusion criteria: Players of video games for recreational purposes.
Exclusion criteria
Exclusion criteria: Individuals with occupational or commercial reasons for playing video games. E.g.: Streamers or Bloggers or Testers. Individuals that do not spend any time or resources playing video games.
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| To examine the relationship between video game usage, cognitive flexibility and emotional intelligence among young adults.Timepoint: 7 months | — |
Secondary
| Measure | Time frame |
|---|---|
| Videogames are stimulating activities that engage cognitive and emotional skills in people. Therefore, understanding how different gamer types are related to cognitive flexibility and emotional intelligence can help assess which type of gaming pattern can be used to enhance these skills. Such a study can benefit users of games in recognizing which gaming pattern could be hampering their cognitive and emotional skills too.Timepoint: 7 months | — |
Countries
India
Contacts
Public ContactEesha Sagdeo
Manipal College of Health Professions, MAHE
Outcome results
None listed