ABSTRACT

The Interactive Metronome (IM®) is a neurocognitive testing and training device that targets perceptual-motor timing, with visual and auditory cuing and feedback. As such, it might be expected that individuals with prior video gaming experience (VGE) would perform better on an initial IM®. Both IM® tasks and video gaming require information processing, interaction of tactile, kinesthetic, visual, and auditory processes, elici tation of motor responses, and the abil ity to attend (and respond) over time. The purpose of this research was to examine the relationship between self-reported video game experience (VGE) and IM® Long Form assessment Task Average (TA) scores . Volunteers (n=25) , mean age (20.96) attending Military Occupational Specialty (MOS) 68D Advanced Individual Training (AIT) (surgical technologist program) completed a VGE questionnaire, in which they reported the number of years they have played video games (SRY), the hours per week they play videogames (SRH), and their level of proficiency on a 1 - 1 0 scale (SRP). Pearson product moment correlations between IM® Long FOIDl assessment scores indicated a moderate positive relationship between right sided tasks (r(23)=.402, p=.046) and SRH of video game activity, i .e . Those who played more hours had lower IM® right-side scores . No relationship was found between SRY or SRP and IM@ scores . While these results should be interpreted carefully due to the smal l sample

size, they suggest that VGE does not improve timing, as measured by the IM®. Therefore, therapist. coaches , and teachers should not exclude those individuals who have a great deal of VGE from intervention programs aimed at improving timing.