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Inhibitory effect of an intellectual task on breathing after voluntary hyperventilation.

We investigated the effects of an intellectual task on posthyperventilation (PHV) breathing by using a video game. Eight normal subjects were placed in a supine positions. The game task by itself led to increase ventilation compared with the control tasks via an increase in the average inspiratory flow rate (P < 0.01) and the respiratory frequency (P < 0.001). After hypocapnic voluntary hyperventilation (VHV), the task led to a decrease in the 1-min PHV breathing level compared with the control tasks after VHV [after VHV, first 60 s average minute ventilation while watching television and while playing a video game are 5.54 +/- 2.91 (SD) and 2.05 +/- 1.40 l/min, respectively; P < 0.01]. Only one subject showed PHV apnea for at least 10 s during the control protocol, whereas seven of the same eight subjects showed PHV apnea while performing the task. After isocapnic VHV, the task still led to a decrease in PHV breathing compared with the control tasks. However, this decrease was smaller than in the hypocapnic studies and was only significant during the first 15 s of recovery. These results suggest that increased activity in the higher centers of the central nervous system has an inhibitory effect on PHV breathing at a time when the effects of short-term potentiation after VHV, hypocapnia, and perhaps other mechanisms would be expected to be acting on breathing.

Adult↗

Shifts in tonic accommodation after near work are related to refractive errors in children.

A link between changes in tonic accommodation (TA) produced by sustained near work and the development of adult-onset myopia has been suggested in studies of young adults. Measures of TA before and after near work have been lacking in children of school age, which is the most susceptible period for the development and progression of juvenile-onset myopia. In the present study accommodation was measured in 87 children, aged 7 to 16 years, before and after 15 minutes of video game playing. All children were refracted before testing and wore optical correction during measures of accommodation with a Canon R1 autorefractor. Most children showed initial values of TA (far focus minus dark focus) between 0.0 and 1.0 D, with a mean of 0.68 D. Grouped by refractive status, the myopic children initially showed 0.30 D of TA, while the emmetropic children showed 0.75 D and the hyperopic children showed 0.94 D. After playing the video game, TA of the myopes increased by 1.15 D, compared to smaller increases for the emmetropes (0.68 D) and hyperopes (0.24 D). Comparable values have been obtained from young adults. These results indicate that the smallest initial values of TA and the largest inward shifts in TA are found during the period of acquisition and progression of myopia, regardless of age.

Accommodation, Ocular↗

Potassium intake and cardiovascular reactivity in children with risk factors for essential hypertension.

OBJECTIVES: Our study objectives were as follows: (1) to determine whether urinary excretion of potassium is lower in black than in white children, (2) to determine whether cardiovascular reactivity (CVR) varies inversely with dietary intake of potassium, and (3) to confirm that CVR is greater in black than in white children, and in children with a family history of hypertension than in those without such a history. STUDY DESIGN: Baseline measurements included 24-hour urinary sodium, potassium, and creatinine levels and food intake (by questionnaire). Resting and stress blood pressure were measured during blood sampling, cold water foot immersion, and a video game before and after 1 week each of supplementation with potassium citrate, 1.5 mmol/kg per day, and placebo administered in random order. RESULTS: Thirty-nine children aged 7 to 15 years were studied. White subjects had higher baseline excretion of potassium than black subjects (p < 0.001) and higher vegetable intake (p < 0.01), which were positively correlated (r = 0.53, p < 0.001). At baseline, the 24-hour urinary potassium/creatinine ratio varied inversely with diastolic CVR to the video game stressor in white children (r = -0.55, p = 0.02). Cardiovascular reactivity was not attenuated measurably by potassium supplementation compared with placebo. The CVR was greater in children with a family history of hypertension than in those without, but was not greater in black children than in white children. CONCLUSIONS: The urinary potassium/creatinine ratio is higher in white than black children because their intake of vegetables is greater; dietary potassium intake may modulate CVR, particularly in white children with a family history of hypertension, but may need to be supplemented for more than 1 week to demonstrate attenuation of CVR; and a family history of hypertension may be a stronger predictor of enhanced CVR than is race.

Adolescent↗

Inverse relationship of urinary cyclic GMP to blood pressure reactivity in the CARDIA study: vasodilatory regulation of sympathetic vasoconstriction. Coronary Artery Risk Development in Young Adults.

OBJECTIVE: To determine whether urinary cyclic GMP (cGMP), which mediates the actions of the vasodilators nitric oxide and atrial natriuretic factor, is inversely related to blood pressure (BP) reactivity. In previous work, we found that urinary cGMP was inversely related to diastolic BP, but cGMP levels were higher among individuals presumed to have increased adrenergic activity, increased reactivity, and increased risk of hypertension (blacks, individuals with a family history of hypertension). METHOD: We measured 24-hour urinary cGMP levels in a substudy of 529 individuals in the Coronary Artery Risk Development in Young Adults (CARDIA) study; the sample was 23 to 35 years of age and approximately balanced for race (black/white) and gender. BP reactivity to stressors (video game, star-tracing, cold pressor) was tested 3 years earlier. Baseline BP was included as a covariate in all analyses. RESULTS: Diastolic BP reactivity to cold pressor was inversely related to cGMP excretion (p < .05); the relationship was strongest among black women with a family history of hypertension (partial r = -.33, p < .01). Systolic BP reactivity to star-tracing was also inversely related to cGMP (p < .01); the relationship for both star-tracing and video game stressors was strongest among black men (partial r values = -.25 and -.24, respectively; p values < .01). CONCLUSIONS: The results indicate that vasodilatory activity may impact the BP response to stress through modulation of adrenergic activation, particularly among blacks.

Adolescent↗

Ethnic differences in the myocardial and vascular reactivity to stress in normotensive girls.

Cardiovascular reactivity to stress has been proposed as a mechanism partially responsible for the increased prevalence of essential hypertension in African-Americans compared with whites. However, few studies have examined ethnic differences in cardiovascular reactivity among women. The present study evaluated potential ethnic differences in the cardiovascular reactivity to three laboratory stressors (postural change, video game challenge, forehead cold stimulation). The sample consisted of 171 normotensive girls (74 whites, 97 African-Americans) with a mean age of 11.1 +/- 2.7 years, all with positive family histories of essential hypertension. African-American girls showed higher resting diastolic blood pressures and higher resting total peripheral resistance compared with white girls. African-American girls also exhibited higher peak responses in systolic and diastolic blood pressure and total peripheral resistance and lower cardiac index responses during video game challenge and forehead cold stressor. The findings extend previous observations of ethnic differences in blood pressure reactivity to stress and indicate that concomitant increases in total peripheral resistance appear to account for the greater blood pressure reactivity in African-American girls.

Adolescent↗

Cardiovascular and neurohumoral responses to behavioral challenge as a function of race and sex.

Cardiovascular and hormonal responses to a structured interview, an electronic video game, a cold pressor test, and exercise on a bicycle ergometer were assessed in eighty-three 25- to 44-year-old normotensive Black and White men and women. Blacks showed significantly greater diastolic blood pressure (DBP) responses than Whites during the cold pressor test, which were not accounted for by an increase in plasma catecholamines. Exercise produced reliably greater systolic blood pressure (SBP) increases in Black women than in Black men or White women. Men showed significantly greater SBP and DBP changes than women during the video game. These findings suggest that the pattern of physiological reactivity elicited by challenge is related to the race and sex of the subjects.

Adrenergic Fibers↗

Psychophysiological responses in women reporting severe premenstrual symptoms.

Sixteen women attending a Premenstrual Tension Clinic and eight control women were tested experimentally in the premenstrual and postmenstrual phases with assessments of heart rate, skin conductance level, and neck electromyogram during rest, relaxation, an emotionally upsetting film, and performance of mental arithmetic and video game tasks. All participants completed daily symptom assessments for two menstrual cycles prior to the study. The clinic attenders were divided into eight (Clinic+) who showed marked increases in symptoms premenstrually, and eight (Clinic-) who recorded only modest changes in symptom severity across the menstrual cycle. There were no marked differences in resting autonomic activity. During relaxation, skin conductance level decreased to a greater extent in the premenstrual than in the postmenstrual phase, while neck electromyogram showed the reverse pattern. Heart rate reactions to the mental arithmetic and video game tasks were smaller in the premenstrual than in the postmenstrual phase in Controls and Clinic- groups, but not in the Clinic+ group. Possible explanations of these results are discussed.

Adolescent↗

Blood pressure reactivity to psychological stress predicts hypertension in the CARDIA study.

BACKGROUND: A longstanding but controversial hypothesis is that individuals who exhibit frequent, large increases in blood pressure (BP) during psychological stress are at risk for developing essential hypertension. We tested whether BP changes during psychological stress predict incident hypertension in young adults. METHODS AND RESULTS: We used survival analysis to predict hypertensive status during 13 years of follow-up in a sample of >4100 normotensive black and white men and women (age at entry, 18 to 30 years) enrolled in the CARDIA study. BP responses to 3 psychological challenges--cold pressor, star tracing, and video game tasks--were measured. Hypertensive status was defined as use of antihypertensive medication or measured BP > or =140/90 mm Hg. After adjustment for race, gender, covariates (education, body mass index, age, and resting pressure), and their significant interactions, the larger the BP responses were to each of the 3 tasks, the earlier hypertension occurred (P<0.0001 to <0.01). The systolic BP effect for the cold pressor task was apparent for women and for whites in race- and gender-specific models, whereas the diastolic BP effect for the video game was apparent for men. CONCLUSIONS: Young adults who show a large BP response to psychological stress may be at risk for hypertension as they approach midlife.

Adolescent↗

Ethnicity, family history of hypertension and patterns of hemodynamic reactivity in boys.

This study compared blood pressure, heart rate, stroke volume, vascular resistance, and cardiac output responses to a video game challenge and forehead cold stressor in 6- to 15-year-old males who varied in ethnicity and family history of essential hypertension. Controlling for age, significant baseline differences were obtained with black boys exhibiting higher systolic and diastolic pressures than their white cohorts. Positive family history children were found to have higher cardiac outputs and stroke volumes indexed by body surface area during baseline. Controlling for baseline hemodynamic responses and age, positive family history children exhibited greater increases in systemic vascular resistance and systolic and diastolic pressure and greater decreases in heart rate to the cold stressor. The positive family history children exhibited greater decreases in cardiac index during both the video game and cold stressor phases. Implications of the findings and directions for future research are discussed.

Arousal↗

Lack of independent relationships between left ventricular mass and cardiovascular reactivity to physical and psychological stress in the Coronary Artery Risk Development in Young Adults (CARDIA) Study.

The objective of this study was to determine whether exaggerated blood pressure (BP) reactivity to stress and psychosocial characteristics are related to left ventricular mass (LVM) in a large cohort of young adults. Analyses were conducted with 3,742 participants of the CARDIA study (945 white men, 1,024 white women, 781 black men, and 992 black women), evaluated in 1990 to 1091 with echocardiographic measurement of LVM. Analyses were stratified by gender and race. The relationships of LVM/height2.7 and cardiovascular reactivity to physical and psychological stressors (treadmill exercise, cold pressor, video game, and star-tracing tasks), were examined in both univariate and multivariate analyses adjusting for baseline BP, weight, and other relevant biobehavioral variables. The relationships between LVM and several psychosocial characteristics (hostility, anger suppression, anxiety, depressive symptoms, and education) were also assessed. Systolic blood pressure (SBP) reactivity to exercise was significantly related to LVM in black and white men; LVM was 10% greater among white men with exaggerated (upper quintile) peak exercise SBP than among other white men. SBP reactivity to the cold pressor test was related to LVM in all race/gender groups, although the relationship remained significant only among white men and women in the multivariate analysis. Diastolic blood pressure (DBP) reactivity to the video game was related to LVM only among black men in adjusted analyses. After adjusting for resting BP, weight, and other covariates in linear multiple regression models, SBP reactivity to exercise explained only 3% of the variance in LVM among white men. Otherwise, reactivity to other stressors or psychosocial variables accounted for no more than 1% of the variance in LVM. It was concluded that among a cohort of young adults, blood pressure reactivity to physical and mental stressors did not add substantially to the prediction of LVM when resting BP, weight, and other covariates were taken into account.

Adolescent↗

Individual differences in heart rate and peripheral vascular responses to an extended aversive task.

Psychophysiological research on situations requiring active coping has to this point dealt primarily with cardiac responses. Recent studies of vascular responses to such stressors have found conditions in high cardiac reactors that are possible precursors to autoregulatory vasoconstriction. The present study exposed 32 healthy male undergraduates to a one-hour shock avoidance procedure, with avoidance made contingent on video-game performance. Subjects also participated in a separate counterbalanced baseline session. The relationships among individual differences in heart rate, forearm blood flow, forearm vascular resistance, and digital blood volume pulse responses at different points in the stress session were examined. Decreases in forearm vascular resistance were observed only among high and medium heart rate reactors. As the session progressed, however, forearm vascular resistance responses of the medium heart rate reactors were sustained whereas those of the high heart rate reactors habituated despite the fact that heart rate and forearm blood flow responses remained elevated. The potential implications of this pattern of results to an autoregulation theory of hypertension development are discussed. Heart rate reactivity was inversely related to performance on the video-game task but was unrelated to Type A or anxiety.

Adult↗

Predicting ambulatory blood pressure during school: effectiveness of social and nonsocial reactivity tasks in black and white adolescents.

We evaluated a newly developed stress task, the Social Competence Interview, and three nonsocial tasks (video game, mirror drawing, mental arithmetic) for ability to predict ambulatory blood pressure in 237 black and white adolescents. Blood pressure was measured in laboratory, classroom, and transition (between-class) settings. A resting laboratory baseline explained 10-49% of the variance in ambulatory blood pressure levels; the ability of the stress tasks to explain additional variance was assessed in multiple regression analyses. Only the blood pressure response to the interview enhanced prediction of classroom and transition systolic and diastolic pressures in the total sample and in blacks, whites, females, and males--even when the interview data were entered into a hierarchical regression model after those for the other three tasks were entered. Mirror drawing improved prediction of transition systolic blood pressure in the total sample, and mental arithmetic plus the interview improved prediction of classroom diastolic pressure in black males; however, video game failed to enter any predictive equation. Racial subgroup analyses disclosed that the interview data predicted systolic pressure in whites but predicted diastolic pressure in blacks, indicating biological differences in blood pressure regulation. An interview that elicits characteristic thoughts and social behaviors appears to represent a promising approach to examining environmental influences on blood pressure.

Adolescent↗

Concussion in professional football: location and direction of helmet impacts-Part 2.

OBJECTIVE: National Football League game video was analyzed for the typical locations of severe helmet impacts in professional football. By use of selected cases that were reconstructed in laboratory tests and reported previously, the magnitude and direction of force causing concussion was determined for these locations. METHODS: Multiple video views were obtained for 182 severe helmet impacts that occurred between 1996 and 2001. From a top view, the helmet was divided into 45-degree quadrants with 0 degrees eyes forward. From a side view, it was divided into seven equal levels, four (+Q1 to +Q4) above the head center of gravity and three below (-Q1 to -Q3). The initial helmet contact was located in these regions. Thirty-one impacts were reconstructed with helmeted Hybrid III dummies involving 25 concussions. Measurement of head translational and rotational acceleration was used to determine the average and +/-1 standard deviation in responses, with impacts reflected to the right side. RESULTS: From video, the majority (71%) of impact is to the helmet shell primarily from a striking player's helmet, arm, or shoulder pad to the side (45-135 degrees) or from ground contact to the back (135-180 degrees). Most impacts were high on the helmet at +Q2 to +Q4. The remainder (29%) were primarily from helmet contact on the facemask at an oblique frontal angle (0-45 degrees) and -Q3 to +Q1 height. From reconstructions, concussion occurred with the lowest peak head acceleration in facemask impacts at 78 +/- 18 g versus an average 107 to 117 g for impacts on other quadrants (t = 2.90, P < 0.005). There was a significantly higher head acceleration for concussed versus nonconcussed players (t = 2.85, P < 0.05). The vector of peak force was essentially horizontal for facemask impacts and downward at 12 to 27 degrees for impacts to the helmet side and back. Concussion in professional football involves four typical conditions, as follows: A, 0- to 45-degree quadrant, -Q3 to +Q3 level, peak force 49 +/- 18 degrees from front and horizontal; B, 45- to 90-degree quadrant, -Q2 to +Q3 level, peak force 73 +/- 12 degrees and horizontal; C, 90- to 135-degree quadrant, +Q1 to +Q4 level, peak force 97 +/- 9 degrees and 12 degrees downward; and D, 135- to 180-degree quadrant, +Q1 to +Q4 level, peak force 157 +/- 1 degrees and 27 degrees downward. Concussed players averaged 3.6 +/- 2.7 initial signs and symptoms. The most common were headaches, dizziness, immediate recall problems, and difficulty with information processing. CONCLUSION: The location, direction, and severity of helmet impacts causing concussion in the National Football League have been defined from analysis of game video and laboratory reconstruction. These conditions define the circumstances in which helmets need to reduce head injury risks in professional football.

Acceleration↗

Cortical topography of event-related potentials to winning and losing in a video tennis game.

The event-related potentials (ERP) in frontal and posterior associative cortex in right and left hemispheres were studied in two different outcomes of a television tennis game. These outcomes were 'win' and 'loss' of the ball, the first serving as a model of positive, the second as a model of negative emotional reactions. The ERPs consisted of 4 waves: P300, N600, P800, N1000. The most characteristic interhemispheric difference for 'win' was an increase of N600 in the left posterior associative cortex, and for 'loss', a decrease of P800 in the right frontal area. Thus, the positive and negative emotional reactions have specific spatio-temporal cortical organizations. The topography of ERP related to positive and negative emotions was disturbed in depressive patients. The patients revealed a larger negativity of the right posterior associative cortex and the left frontal cortex waves both at winning and losing the ball.

Adult↗

Self-images in the video monitor coded by monkey intraparietal neurons.

When playing a video game, or using a teleoperator system, we feel our self-image projected into the video monitor as a part of or an extension of ourselves. Here we show that such a self image is coded by bimodal (somatosensory and visual) neurons in the monkey intraparietal cortex, which have visual receptive fields (RFs) encompassing their somatosensory RFs. We earlier showed these neurons to code the schema of the hand which can be altered in accordance with psychological modification of the body image; that is, when the monkey used a rake as a tool to extend its reach, the visual RFs of these neurons elongated along the axis of the tool, as if the monkey's self image extended to the end of the tool. In the present experiment, we trained monkeys to recognize their image in a video monitor (despite the earlier general belief that monkeys are not capable of doing so), and demonstrated that the visual RF of these bimodal neurons was now projected onto the video screen so as to code the image of the hand as an extension of the self. Further, the coding of the imaged hand could intentionally be altered to match the image artificially modified in the monitor.

Action Potentials↗

The games psychologists play (and the data they provide).

Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper,the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.

Animals↗

Neurofeedback in adolescents and adults with attention deficit hyperactivity disorder.

Neurofeedback is being utilized more commonly today in treating individuals who have attention deficit hyperactivity disorder (ADHD). Neurofeedback, which is based on theories that recognize the organic basis of ADHD, utilizes biofeedback to guide individuals to regulate their brain activity. Neurofeedback relies on research that has demonstrated that most individuals who have ADHD, as compared to matched peers, have excess slow wave activity and reduced fast wave activity. It provides immediate feedback to the individual about his or her brain wave activity in the form of a video game, whose action is influenced by the individual's meeting predetermined thresholds of brain activity. Over several sessions of using the video and auditory feedback, individuals reduce their slow wave activity and/or increase their fast wave activity. Individuals who complete a course of training sessions often show reduced primary ADHD symptoms. Research has shown that neurofeedback outcomes compare favorably to those of stimulant medication.

Adolescent↗

Development and qualitative assessment of the GAME(Cycle) exercise system.

Increased physical activity is important for reducing the risk of cardiovascular disease. However, among people with disabilities, inactivity is prevalent. In order to encourage exercise among members of this group, an exercise system combining arm ergometry with video gaming, called the GAME(Cycle) was previously developed. User input was received through an arm crank ergometer on a swivel, with the angular velocity of the ergometer resistance wheel controlling one axis and rotation of ergometer about the swivel controlling the other. The purpose of this study was to detail the algorithms used in this device and present novel features included in a second generation of the GAME(Cycle). The features include a wheel on base, a steering return mechanism, and wireless fire buttons. A focus group of clinicians (n = 8), wheelchair users (n = 8), and clinician wheelchair users (n = 2) was conducted to evaluate the features of the GAME(Cycle). The focus group suggested improvements to the steering mechanism and to reduce vibration in the system. However, the focus group enjoyed the GAME(Cycle) and felt that it would encourage exercise among persons with disabilities.

Algorithms↗