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Mental Rotation Ability and Computer Game Experience

dc.contributor.authorGecu, Zeynep
dc.contributor.authorCagiltay, Kursat
dc.date.accessioned2026-06-27T13:42:44Z
dc.date.issued2015
dc.description.abstractComputer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a significant difference between students' mental rotation abilities in terms of their experiences and preferences in playing computer games. Moreover, 2D or 3D computer game preference was shown to be dependent on gender. This study also explores the quantity of time spent by undergraduate students playing computer games.en
dc.description.urihttps://doi.org/10.4018/ijgbl.2015100102
dc.identifier.doi10.4018/ijgbl.2015100102
dc.identifier.eissn2155-6857
dc.identifier.endpage26
dc.identifier.issn2155-6849
dc.identifier.issue4
dc.identifier.startpage15
dc.identifier.urihttps://hdl.handle.net/20.500.14981/54353
dc.identifier.volume5
dc.identifier.wos000218933300002
dc.language.isoeng
dc.publisherIGI GLOBAL
dc.relation.ispartofINTERNATIONAL JOURNAL OF GAME-BASED LEARNING
dc.subjectComputer Games
dc.subjectGame Playing Time
dc.subjectGender Effect
dc.subjectMental Rotation Ability
dc.subjectEducation & Educational Research
dc.titleMental Rotation Ability and Computer Game Experience
dc.typeArticle
dspace.entity.typePublication
local.import.sourceWOS

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