Literature DB >> 19544949

Effects of playing video games on pain response during a cold pressor task.

Bryan Raudenbush1, Jerrod Koon, Trevor Cessna, Kristin McCombs.   

Abstract

Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

Entities:  

Mesh:

Year:  2009        PMID: 19544949     DOI: 10.2466/PMS.108.2.439-448

Source DB:  PubMed          Journal:  Percept Mot Skills        ISSN: 0031-5125


  3 in total

Review 1.  A State-of-the-Art Systematic Content Analysis of Games for Health.

Authors:  Amy Shirong Lu; Hadi Kharrazi
Journal:  Games Health J       Date:  2018-01-02

2.  Self-reported sleep duration associated with distraction analgesia, hyperemia, and secondary hyperalgesia in the heat-capsaicin nociceptive model.

Authors:  Claudia M Campbell; Sara C Bounds; Mpepera B Simango; Kenneth R Witmer; James N Campbell; Robert R Edwards; Jennifer A Haythornthwaite; Michael T Smith
Journal:  Eur J Pain       Date:  2010-12-30       Impact factor: 3.931

3.  A randomized controlled pilot study of home-based step training in older people using videogame technology.

Authors:  Daniel Schoene; Stephen R Lord; Kim Delbaere; Connie Severino; Thomas A Davies; Stuart T Smith
Journal:  PLoS One       Date:  2013-03-05       Impact factor: 3.240

  3 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.