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A study on the effects of gaming on auditory attention and cognition.

Comparison of Casual and Hardcore Action Video Gaming on Auditory and Cognitive Perception in Young Adults - NIL

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
CTRI
Registry ID
CTRI/2025/07/090993
Enrollment
174
Registered
2025-07-16
Start date
Unknown
Completion date
Unknown
Last updated
2025-07-21

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Interventions

Intervention1: Nil: Nil Control Intervention1: Control Group Non-Gamers: Participants who have not played video games regularly in the past 6 months. They will serve as the control group for compari

Sponsors

Akash Anil Kezhumangadu
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: Control group: Inclusion Criteria: a) Young adults age from 18 to 35 years old. b) No significant history of prolonged exposure to loud music, gaming audio, or other leisure activities involving intensive noise. Experimental group 1: (Casual) Inclusion criteria: 1. Young adults age from 18 to 35 years old. 2. Regular video gamers with at least 4 hours a week. Uses mobile phones and plays the game infrequently, spontaneously, or at irregular intervals. (As per video game survey). Experimental Group 2 (Hardcore Gamers): Inclusion Criteria: a) Young adults age from 18 to 35 years old. b) Gamers who spend a substantial amount of time gaming, with more than 20 hours per week being the norm. Uses PC or gaming stations for gaming and plays regularly.

Exclusion criteria

Exclusion criteria: Control group: Exclusion criteria: a) Individuals with hearing loss due to active middle ear infections or trauma. b) Those with significant otological, neurological, psychological, or other medical conditions. Experimental group 1: (Casual): Exclusion criteria: 1. Individuals with hearing loss observed during routine audiological evaluations due to active middle ear infections, prior ear-related problems, or surgeries. 2. Those with significant ontological, neurological, psychological, or other medical conditions. Experimental Group 2 (Hardcore Gamers): Exclusion Criteria: 1. Individuals with diagnosed hearing loss due to active middle ear infections, prior ear-related problems, or surgeries. 2. Those with significant otological, neurological, psychological, or other medical conditions.

Design outcomes

Primary

MeasureTime frame
P300 Latency and Amplitude measured through Auditory Event-Related Potentials (ERP) using an oddball paradigm to assess cognitive processing.Timepoint: At the time of recruitment

Secondary

MeasureTime frame
Gaming Addiction Scale for adolescents (GASA) questionnaire: Likert scaleTimepoint: At the time of recruitment ;Late-latency Response: Peak latency and amplitude of P1, N1, P2, N2Timepoint: At the time of recruitment ;Mismatch Negativity: Amplitude and latency of MMNTimepoint: At the time of recruitment ;CMR: Threshold in dBTimepoint: At the time of recruitment

Countries

India

Contacts

Public ContactPriya G

Manipal College of Health Professions MCHP

kishan.m@manipal.edu9845141575

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026