Fig 1.
A. Pipeline of Edinburgh Virtual Errands Test (EVET) experiment. Participants familiarized themselves with the building plan and task errands and performed the EVET. B. Task rules and two sets of errands.
Fig 2.
A: A single-task condition: the primary tracking task when the dot was outside of the box. B: A dual-task condition: the primary tracking task with the secondary visual (letter “X”) task. C: A dual-task condition: the primary tracking task with the secondary auditory (sound 1000 Hz) task.
Fig 3.
Stimuli that appear in the upper two positions indicate Task A (e.g., letter task; consonant vs. vowel judgment task), where in the lower two positions indicate Task B (e.g., digit task: odd vs. even number task). Participants were instructed to respond to consonants or odd numbers by pressing the key with their left finger, and to vowels or even numbers by pressing the key with their right finger (stimulus–response mapping was counterbalanced across participants).
Table 1.
Classification of frequent vs. infrequent internet-gaming (IG) experience groups based on the questions regarding the hours playing online game types (playing with others or alone) respectively in the Internet Use Questionnaire (Lin, 2011).
These groups’ demographic information and their Chen Internet Addiction Scale (CIAS) scores were also compared.
Table 2.
Statistical tests between the EVET total score and sub-test scores between Set A and Set B.
Table 3.
Statistical tests for the EVET total score and subtest scores between the groups of frequent internet-gaming (IG) experience and infrequent IG experience.
Table 4.
Statistical results for dual task performance (dual-task cost) and task switching (switch cost; mixing cost) between the groups of frequent internet-gaming experience and infrequent internet-gaming experience.
Table 5.
Correlation matrix among EVET, dual-task cost, switch cost, mixing cost, time spent on online game and Chen Internet Addiction Scale (CIAS) score.