The Association between Physiopsychological Effects and the Types of Games among University Students
Keywords:
Digital games, Heart Rate, Breathing Rate, Blood PressureAbstract
In these modern days, digital games have found potential ways in clinical care that have influenced the therapeutic methods and patients’ rehabilitation. This study was aimed to compare the physiopsychological effects between two types of games, which are action and strategy, in iPad®. This cross-sectional study involved 50 students from the Faculty of Health Sciences, UKM. The types of games used were Asphalt 7 and Cut the Rope for action and strategy genres respectively. Finger pulse transducer, respiratory belt transducer, and sphygmomanometer were used to measure the physiopsychological signals, such as heart rate (HR), breathing rate (BR), and blood pressure (BP) respectively. The HR and BR outputs were recorded by Powerlab 4/26T and were visualised through LabChart 7 as the games were played, while the BP was measured before and after the games were played. Before both games, the mean for systolic BP (SBP) was 111.28±8.93 and 69.86±7.79 for diastolic BP (DBP). After playing Cut the Rope, the SBP decreased to 107.98±9.93 and showed no difference in Asphalt 7. The mean for HR while playing the strategy game (65.94±9.03) was slightly lower compared to while playing the action game (66.68±11.64). Meanwhile, the mean for BR for the strategy game was 17.64±2.28, whereas, for action game, it was 18.62±2.19. The results showed that there was a significant difference in the means of SBP between before and after playing the strategy game (p<0.05). The measurements of BR showed significant difference for both games (p<0.05). In conclusion, this study suggested that there was an increase in the BP, BR, and HR for the action game. More researches in this area should be conducted, especially in determining the effects of prolonged use of iPad® games on individuals.
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