Priming old age in a computer game and the speed of cognitive function
DOI:
https://doi.org/10.15503/onis2022.295.308Keywords:
priming, reaction time, embodiment, cognitive functions, computer gamesAbstract
Aim. The aim of the experiment was to check the influence of priming and identification with an elderly person on the reaction time of the respondents. In this study, priming was introduced by an attempt to embody the subject with an avatar of the computer game The Sims 4. It has been hypothesized that the subjects playing with an avatar depicting an older person will have a worse reaction time than the subjects playing with an avatar depicting a younger person.
Materials and methods. The study was conducted using the simulation computer game The Sims 4, while the reaction time test was used to test the cognitive pace of responders. Additionally, a control questionnaire was used to test the level of effect of the experimental manipulation.
Results. N=32 people (16 women and 16 men) aged 19 to 30 participated in the study. In the experiment, both the test and control group had a better reaction time after the experimental manipulation, however the results were not statistically significant. Priming stimuli related to old age did not deteriorate the reaction time of responders. Therefore, the hypothesis was not confirmed.
Conclusions. The study does not allow for an unequivocal statement of the effectiveness of computer games and priming on cognitive functioning. Methodological problems and future implications are discussed.
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