Effect of mobile phone games on reaction time

Main Article Content

Kamakshi Bansal
Ashish Goel
Afzal Parvez Khan


Objectives: To observe an association between playing mobile games and reaction time among students aged 18-25 years. Variation in reaction time with types of games, time spent on gaming, age of starting to play and time of day was studied.  

Study Type: Case-Control Study

Methods: 94 participants studying MBBS in University College of Medical Sciences were included in the study after they consented to participate. Their gaming status was recorded and reaction time tested using Tap reaction time test and Reaction time ruler test. Unpaired t-test was applied to compare the reaction time of gamers and non-gamers.

Results: The average reaction time was 0.488 s (+0.012 s) for gamers and 0.535s (+0.020s) for non-gamers with Tap reaction time test. With the Reaction time ruler test the average reaction time of gamers was 0.182s (+0.030s) and 0.196s (+0.030s) for non-gamers. First reading was found to be higher than the rest. Age of commencement of playing did not significantly affect the reaction time. The increase in variety of games and number of days a person plays per week yielded better reaction times. Time of the day significantly affected tap reaction time test but not the reaction time ruler test.

Conclusion: People qualifying as gamers record lower response times than non-gamers. This may enable designers to create fit games for individuals with slower response time. Gaming can also benefit the medical professionals by enabling them to react much faster in life and death situations and increasing the proficiency in daily management of patients.

Article Details

How to Cite
Bansal, K., Goel, A. and Parvez Khan, A. (2023) “Effect of mobile phone games on reaction time”, Journal of Asian Medical Students’ Association. Kuala Lumpur, Malaysia, 10(1). Available at: https://jamsa.amsa-international.org/index.php/main/article/view/362 (Accessed: 28February2024).
Original Papers


Martin E, Hine R. A Dictionary of Biology [Internet]. Oxford University Press; 2008 [cited 2019 Sep 23]. Available from: http://www.oxfordreference.com/view/10.1093/acref/9780199204625.001.0001/acref-9780199204625

Whitbourne SK, Ellenberg S, Akimoto K. Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old. Cyberpsychology, Behav Soc Netw. 2013 Dec;16(12):892–7.

Singh DKA, Rahman NNA, Seffiyah R, Chang SY, Zainura AK, Aida SR, et al. Impact of virtual reality games on psychological well-being and upper limb performance in adults with physical disabilities: A pilot study. Med J Malaysia. 2017 Apr;72(2):119–21.

Li L, Chen R, Chen J. Playing Action Video Games Improves Visuomotor Control. Psychol Sci. 2016 Aug 19;27(8):1092–108.

Recent Data Suggest Learning in Virtual Reality Leads to Faster Reaction Time and Better Performance - Training Industry. [cited 2019 Oct 8]. Available from: https://trainingindustry.com/blog/learning-technologies/recent-data-suggest-learning-in-virtual-reality-leads-to-faster-reaction-time-and-better-performance/

Dye MWG, Green CS, Bavelier D. Increasing speed of processing with action video games. Curr Dir Psychol Sci. 2009;18(6):321–6.

Guzmán JF, López-García J. Acute effects of exercise and active video games on adults’ reaction time and perceived exertion. Eur J Sport Sci. 2016 Nov 16;16(8):1197–203.

Video games speed up reaction time - Futurity [Internet]. [cited 2019 Oct 8]. Available from: https://www.futurity.org/video-games-speed-up-reaction-time/

Richardson B;, Ellis D;, Greenwald R, Celori A;, Cherry J;, Meador C. Reaction Times Differences in Video Game and Non Video Game Players. [cited 2019 Jan 24]. Available from: https://digitalcommons.cwu.edu/cgi/viewcontent.cgi?article=1689&context=source

Bakar Y, Tuğral A, Özel A, Altuntaş YD. Comparison of a 12-Week Whole-Body Exergaming Program on Young Adults: Differentiation in Flexibility, Muscle Strength, Reaction Time, and Walking Speed Between Sexes. Clin Nurs Res. 2018 Sep 6;1054773818797881.