TO COMPARE THE IMPACT OF ATTENTIONAL FOCUS INSTRUCTIONS IN GAMERS COMPARED TO NON-GAMERS

Background and Purpose: The importance of paying attention has long been debated in the field of motor learning. Almost everything we do involves some level of awareness, whether it is done consciously or unconsciously. As a result, when we do actions, attention refers to what we are thinking (or not thinking) about or aware of (or not aware of). An investigation into how gamers' attentional focus differs from non-gamers was the primary goal. Materials &Methods: Elbows will be slightly bent and pronated, forearms entirely relaxed, while supported by the arm of the chair. The assignment will be completed using a laptop/desktop keyboard situated at a distance of 60cm from the subject on a support put in front of them. Using a plastic cover, just five of the QWERTY keyboard's keys would be visible (F, T, Y, U, and K). Twenty keystrokes must be pressed by all five fingers of a dominant hand, in accordance with the following sequence: Thumb index middle finger Annular little Finger Thumb little Finger Index Annular Thumb Little Finger Little Finger Annular Thumb Thumb little Finger Little Finger Annular little Finger Thumb Each finger was linked with a key and the contact between finger and key must be maintained throughout the assignment. The successive execution of the finger movements would be guided by a metronome. The speed of execution would be determined by the metronome's frequency. The attention sf 36 was adopted as a Quality-of-Life comparison after a thorough review. The collected data will be evaluated using the SPSS 23.0 version Computer programme, as well as the preferences of participants for various focus areas. Results: The study results show that the gamers have higher Internal Focus of Attention Score and Non-Gamers have External Focus of Attention Score The quality-of-life gamers are seen to be higher as compared with the non-gamers as 94.58±2.82 > 86.82±0.77. The correlation test between the subject Gaming hours and Attention and Quality of life was checked which shows that there was a positive correction in the subjects. This shows that the gaming has shown increased Attention and quality of life in the gamers. Conclusion: According to the findings of the research, gamers' brain functions and attentiveness are significantly impacted by their participation in gaming. The person also has increased negative consequences from the gaming on their quality of life. When compared to those who don't game, gamers have a greater attention level than those who don't game. The fact that gamers also had a greater quality of life demonstrates that gaming has not decreased but rather boosted the quality of life in today's society.

Authors

Publication Details

Journal
International Journal For Multidisciplinary Research
Published
2025-04-26
DOI
https://doi.org/10.36948/ijfmr.2025.v07i02.42993
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

TO COMPARE THE IMPACT OF ATTENTIONAL FOCUS INSTRUCTIONS IN GAMERS COMPARED TO NON-GAMERS

S. Yousuf Zafar, Mansoor Haider
International Journal For Multidisciplinary Research
Educational Games and Gamification
article

TO COMPARE THE IMPACT OF ATTENTIONAL FOCUS INSTRUCTIONS IN GAMERS COMPARED TO NON-GAMERS

S. Yousuf Zafar, Mansoor Haider
article en

Abstract

Background and Purpose: The importance of paying attention has long been debated in the field of motor learning. Almost everything we do involves some level of awareness, whether it is done consciously or unconsciously. As a result, when we do actions, attention refers to what we are thinking (or not thinking) about or aware of (or not aware of). An investigation into how gamers' attentional focus differs from non-gamers was the primary goal. Materials &Methods: Elbows will be slightly bent and pronated, forearms entirely relaxed, while supported by the arm of the chair. The assignment will be completed using a laptop/desktop keyboard situated at a distance of 60cm from the subject on a support put in front of them. Using a plastic cover, just five of the QWERTY keyboard's keys would be visible (F, T, Y, U, and K). Twenty keystrokes must be pressed by all five fingers of a dominant hand, in accordance with the following sequence: Thumb index middle finger Annular little Finger Thumb little Finger Index Annular Thumb Little Finger Little Finger Annular Thumb Thumb little Finger Little Finger Annular little Finger Thumb Each finger was linked with a key and the contact between finger and key must be maintained throughout the assignment. The successive execution of the finger movements would be guided by a metronome. The speed of execution would be determined by the metronome's frequency. The attention sf 36 was adopted as a Quality-of-Life comparison after a thorough review. The collected data will be evaluated using the SPSS 23.0 version Computer programme, as well as the preferences of participants for various focus areas. Results: The study results show that the gamers have higher Internal Focus of Attention Score and Non-Gamers have External Focus of Attention Score The quality-of-life gamers are seen to be higher as compared with the non-gamers as 94.58±2.82 > 86.82±0.77. The correlation test between the subject Gaming hours and Attention and Quality of life was checked which shows that there was a positive correction in the subjects. This shows that the gaming has shown increased Attention and quality of life in the gamers. Conclusion: According to the findings of the research, gamers' brain functions and attentiveness are significantly impacted by their participation in gaming. The person also has increased negative consequences from the gaming on their quality of life. When compared to those who don't game, gamers have a greater attention level than those who don't game. The fact that gamers also had a greater quality of life demonstrates that gaming has not decreased but rather boosted the quality of life in today's society.

International Journal For Multidisciplinary ResearchVol. 7(2)
Openalex Percentile: Top 91%
Educational Games and Gamification
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