Indian Journal of Human Relations
  • Year: 2018
  • Volume: 52
  • Issue: 2

Videogame analyses of Active Players and Passive Observers with Reference to the Educational, Cognitive and Social Factors

  • Author:
  • Smitha Baboo
  • Total Page Count: 8
  • Page Number: 100 to 107

Assistant Professor, Department of Psychology, CHRIST (Deemed to be University), Bangalore. Contact: 8144014221 Email id: smitha.baboo@christuniversity.i

Online published on 13 June, 2019.

Abstract

The aim of this study was to know the difference while playing (active player; AP) and watching (passive observer; PO) videogames and its effect on the variables like educational (classroom attention), cognitive (problem solving) and social (prosocial behavior) factors. An experimental pre-post control group design was adopted. Ninety samples of age group between 10–13 years of 5th, 6th and 7th grades were selected. Samples were divided as experimental I group who was actively playing the videogame and experimental II group who observe the videogame passively and control group who neither play nor watch the videogames. The results found that there is a significant difference in the three variables selected on the active players of experimental group I and there is a significant difference identified in educational aspect of the passive observers of experimental II group and no difference in the control group.

Keywords

Active player, Passive observer, Educational, Cognitive, Social