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.
References
Asmita Asegaonkar. 2009. Use of interactive video, computer & virtual-reality games in rehabilitation : A Systematic & Qualitative Review. Thesis Master of Science. State University of New York.
Astrid Nehlig. 2010. Review Article : Is Caffeine a Cognitive Enhancer?. Journal of Alzheimer’s Disease 20: 85-94
Brezinka, V. & Hovestadt, L. 2007. Serious Games Can Support Psychotherapy of Children and Adolescents. LNCS 4799 : 357-364
Buss, D. M. 2011. Evolutionary psychology: A new science of the mind. Boston, MA. Ceranoglu, T. A. 2010. Video Games in Psychotherapy. Review of Journal Psychology 14(2): 141-146.
Drachen, A., Nacke, L. E., Yannakakis, G., & Pedersen, A. L. 2010. Correlation between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games. ACM 49-54.
Du, X. 2008. Can a videogame be used to learn biofeedback? http://summit.sfu.ca/item/9168 [25 September 2012].
Dye, M. W.G., Green, S. & Bavelier, D. 2009. Increasing Speed of Processing With Action Video Games. Current Directions in Psychological Science 18(6): 321-326
Feng, J., Spence, I. & Pratt, J. 2007. Research Report: Playing an Action Video Game Reduces Gender Differences in Spatial Cognition. Psychological Science 18 : 850-854
Friedenberg, J., & Silverman, G. (2006). Cognitive science. An introduction to the study of the mind. Thousand Oaks, CA: Sage.
Funk, J.B., Buchman, D.D., Jenks, J., & Bechtoldt, H. 2003. Playing violent video games, desensitization, and moral evaluation in children. Applied Develpmental Psychology 24 : 413-436
Green, C.S. 2008. The Effects of Action Video Game Experience On Perceptual Decision Making. Tesis Ph.D. University of Rochester.
Green, C.S. & Bavelier, D. 2007. Research Article: Action-video-game Experience Alters the Spatial Resolution of Vision. Psychological Science 18(1): 88-93
Griffiths, M.D., Davis, M.N.O., & Chappell, D. 2003. Breaking the Stereotype: The Ease of Online Gaming. Cyberpsychology & Behavior 6(1):81-91
Kurita, S. 2009. Playing violent and non-violent video games : Physiological and emotional responses as a function of motivational activation. Tesis Ph.D. Indiana University
Kutner & Olson 2008. Grand Theft Childhood. New York: Simon & Schuster, Inc.
Lenhart, A., Kahne, J., Middaugh, E., MacGill, A., Evans, C., & Vitak, J. (2008). Teens,video games and civics: Teens gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx
Mandryk, R.L. & Inkpen, K.M. 2004. Physiological Indicators for The Evaluation of Co-located Collaborative Play. ACM
Mandryk, R. L. & Atkins, M. S. 2007. A Fuzzy Physiological Approach For Continuously Modeling Emotion During Interaction With Play Technologies. Int. J. Human-Computer Studies 65: 329-347
Markovitz, J. H., Raczynski, J.M., Wallace, D., Chettur, V. & Chesney, M. A. 1998. Cardiovascular Reactivity to Video Game Predicts Subsequent Blood Pressure Increases in Young Men: The CARDIA Study. Psychosomatic Medicine 60:186-191.
Nacke, L.E., Kalyn, M., Lough, C., & Mandryk, R.L. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. ACM: Canada
Nenonen, V., Lindblad, A., Hakkinen, V., Laitinen, T., Jouhtio, M., & Hamalainen, P. 2007. Using Heart Rate to Control an Interactive Game. ACM : 853-856.
Ravaja, N., Saari, T., Salminen, M., Laarni, J., & Kallinen, K. 2006. Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation. Media Psychology 8 : 343-367.
Sherry, J. L. 2004. Flow and media enjoyment. Communication Theory 14 : 328–347.
Valadez, J.J. & Ferguson, C.J. Just A Game After All: Violent Video Game Exposure And Time Spent Playing Effects On Hostile Feelings, Depression And Visuospatial Cognition. Computers in Human Behavior 28:608-616.
Wallenius, M., Rimpelä, A., Punamäki, R. & Lintonen, T. 2009. Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology 30: 463-474.
Downloads
Published
Issue
Section
License
- Papers must be submitted on the understanding that they have not been published elsewhere (except in the form of an abstract or as part of a published lecture, review, or thesis) and are not currently under consideration by another journal published by any other publisher.
- It is also the authors responsibility to ensure that the articles emanating from a particular source are submitted with the necessary approval.
- The authors warrant that the paper is original and that he/she is the author of the paper, except for material that is clearly identified as to its original source, with permission notices from the copyright owners where required.
- The authors ensure that all the references carefully and they are accurate in the text as well as in the list of references (and vice versa).
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Attribution-NonCommercial 4.0 International that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
- The journal/publisher is not responsible for subsequent uses of the work. It is the author's responsibility to bring an infringement action if so desired by the author.