Literature DB >> 19592761

EEG, HRV and Psychological Correlates while Playing Bejeweled II: A Randomized Controlled Study.

Carmen V Russoniello1, Kevin O'Brien, Jennifer M Parks.   

Abstract

Stress related medical disorders such as cardiovascular disease, diabetes, depression, and anxiety are serious medical issues that can cause disability and death. Interventions to prevent their development and exacerbation are needed. Casual video games (CVGs) are fun, easy to play, spontaneous and tremendously popular. People report that they play these games because they decrease their stress and improve their mood. This study tested this theory by comparing people playing Bejeweled II a popular CVG with control subjects measured under similar conditions. Electroencephalographic (EEG) changes after playing Bejeweled II were consistent with increased mood and corroborated with similar findings on psychological reports. Moreover, heart rate variability (HRV) changes consistent with autonomic nervous system relaxation or decreased physical stress were also recorded. It is concluded, therefore, that playing a CVG like Bejeweled II can increase mood and decrease stress. These finding have broad implications and include the potential development of prescriptive interventions using Bejeweled II to prevent and treat stress related medical disorders. Finally, these findings demonstrate a method using EEG, HRV and psychological correlates to understand the psychophysiological or cybernetic interconnection between participant and video game.

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Year:  2009        PMID: 19592761

Source DB:  PubMed          Journal:  Stud Health Technol Inform        ISSN: 0926-9630


  7 in total

1.  Stories in Games for Health: More Pros or Cons?

Authors:  Moderator Tom Baranowski; Amy Shirong Lu; Richard Buday; Elizabeth J Lyons; Jesse Schell; Carmen Russoniello
Journal:  Games Health J       Date:  2013-09-27

Review 2.  Game-based digital interventions for depression therapy: a systematic review and meta-analysis.

Authors:  Jinhui Li; Yin-Leng Theng; Schubert Foo
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-05-08

Review 3.  Motivators and Barriers to Physical Activity among Youth with Sickle Cell Disease: Brief Review.

Authors:  Olalekan Olatokunbo Olorunyomi; Robert Ie Liem; Lewis Li-Yen Hsu
Journal:  Children (Basel)       Date:  2022-04-17

Review 4.  Neural Basis of Video Gaming: A Systematic Review.

Authors:  Marc Palaus; Elena M Marron; Raquel Viejo-Sobera; Diego Redolar-Ripoll
Journal:  Front Hum Neurosci       Date:  2017-05-22       Impact factor: 3.169

5.  The relationship between screen-based sedentary behaviors and symptoms of depression and anxiety in youth: a systematic review of moderating variables.

Authors:  Jennifer Zink; Britni R Belcher; Kellie Imm; Adam M Leventhal
Journal:  BMC Public Health       Date:  2020-04-10       Impact factor: 3.295

6.  Impact of Altered Breathing Patterns on Interaction of EEG and Heart Rate Variability.

Authors:  Meenakshi Sinha; Ramanjan Sinha; Jayshri Ghate; Gaurav Sarnik
Journal:  Ann Neurosci       Date:  2020-11-09

7.  Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing.

Authors:  Steve Nebel; Manuel Ninaus
Journal:  Front Psychol       Date:  2022-02-11
  7 in total

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