Video games and seizures.
Two teenagers had seizures while playing video games. These cases may well have been a variety of photoconvulsive epilepsy. Some patients with seizures may be at risk of precipitating a seizure while playing these games.
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Two teenagers had seizures while playing video games. These cases may well have been a variety of photoconvulsive epilepsy. Some patients with seizures may be at risk of precipitating a seizure while playing these games.
We determined whether epileptic clinical manifestations evoked by playing video games (VG) differ from those evoked by intermittent photic stimulation (IPS) or striped patterns (P). We exposed nine children who had TV- and VG-evoked seizures in daily life to 12 VG after standardized photic stimulation and pattern stimulation. Their EEGs were recorded continuously, analyzed, and then correlated with a video of their behavior. Similar types of clinical signs were seen during VG, P, and IPS, but the signs we observed were more subtle during the VG. Eight patients showed a clear lateralization. A new observation was the lowering of the eyelids to a state of half-closed. Our study suggests that the type of visual stimulus provoking a photoparoxysmal response or seizure is not particularly relevant. The children belonged to different epilepsy groups, and our findings add to the discussion on the boundaries of the epilepsy types.
This paper reviews the many similarities and commonalities between video-game playing and slot machine gambling in response to Johansson and Gotestam in 2004.
Research has found hyperactivity, poor impulse control, impaired sustained attention and low self-concept to be behavioral deficits common to juvenile delinquents. Limited opportunities for exercising self-control while incarcerated may encourage helplessness. If biofeedback training enhances self-regulation skills, then perhaps these behaviors can be taught in confinement. A sample of 12 felonious juvenile residents (aged 15-18) from a highly restricted environment were assigned randomly to a biofeedback or video game group and trained for 10 half-hour sessions. Results indicated virtually no significant differences between biofeedback and video game training. However, pre and post differences for both groups combined demonstrated significant gains in impulsivity, EMG, and self-concept. Both groups rated themselves equally on self-control ability, regardless of training. Further comparisons between other institutionalized residents (N = 14) and staff counselors (N = 10) as non-treatment controls were made. On each measure, both training groups improved consistently and became more like their less restricted counterparts.
This study provides one of very few experimental investigations into the impact of a musical soundtrack on the video gaming experience. Participants were randomly assigned to one of three experimental conditions: game-with-music, game-without-music, or music-only. After playing each of three segments of The Lord of the Rings: The Two Towers (Electronic Arts, 2002)--or, in the music-only condition, listening to the musical score that accompanies the scene--subjects responded on 21 verbal scales. Results revealed that some, but not all, of the verbal scales exhibited a statistically significant difference due to the presence of a musical score. In addition, both gender and age level were shown to be significant factors for some, but not all, of the verbal scales. Details of the specific ways in which music affects the gaming experience are provided in the body of the paper.
The purpose of this study was to determine if there were any differences in the submaximal energy cost of movement between overweight (OW) and non-overweight (NO) children while playing a dance simulation video game, Dance Dance Revolution (DDR) and to determine if the cardiorespiratory measures obtained while playing the game met the American College of Sports Medicine (ACSM) recommendations for developing and maintaining cardiorespiratory fitness. Twenty-two children and adolescents (10 OW vs. 12 NO) participated in the study. Cardiorespiratory measurements were taken both during a maximal treadmill walking test and during a 12-minute Dance Dance Revolution protocol. The average absolute VO2 (OW: 917.1 +/- 257.1 vs. 590.6 +/- 147.9 mL . min (-1)) sustained over the DDR protocol was significantly higher in the OW group compared to the NO group. There was no significant difference in the average energy cost of movement when VO2 was normalized to fat-free mass (OW: 17.7 +/- 5.1 vs. NO: 17.3 +/- 3.9 mL . kgFFM (-1) . min (-1)). Both groups were above the minimal ACSM recommended heart rate intensity for developing and maintaining cardiorespiratory fitness when participating in the DDR protocol (OW: 64.83 % +/- 7.14 vs. NO: 64.51 % +/- 7.71), VO2 reserve, however, did not meet ACSM standards for developing and maintaining cardiorespiratory fitness.
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Mason and Birch have developed a direct brain-computer interface for intermittent control of devices such as environmental control systems and neuroprotheses. This EEG-based brain switch, named the LF-ASD, has been used in several off-line studies, but little is known about its usability with real-world devices and computer applications. In this study, able-bodied individuals and people with high-level spinal injury used the LF-ASD brain switch to control a video game in real time. Both subject groups demonstrated switch activations varying from 30% to 78% and false-positive rates in the range of 0.5% to 2.2% over three 1-hour test sessions. These levels correspond to switch classification accuracies greater than 94% for all subjects. The results suggest that subjects with spinal cord injuries can operate the brain switch to the same ability as able-bodied subjects in a real-time control environment. These results support the findings of previous studies.
After 50 years of steady increase, per capita visits to US national parks have declined since 1988. This decline, coincident with the rise in electronic entertainment media, may represent a shift in recreation choices with broader implications for the value placed on biodiversity conservation and environmentally responsible behavior. We compared the decline in per capita visits with a set of indicators representing alternate recreation choices and constraints. The Spearman correlation analyses found this decline in NPV to be significantly negatively correlated with several electronic entertainment indicators: hours of television, (rs=-0.743, P<0.001), video games (rs=-0.773, P<0.001), home movies (rs=-0.788, P<0.001), theatre attendance (rs=-0.587, P<0.025) and internet use (rs=-0.783, P<0.001). There were also significant negative correlations with oil prices (rs=-0.547, P<0.025), foreign travel (rs=-0.452, P<0.05), and Appalachian Trail hikers (rs=-0.785, P<0.001). Income was significantly positively correlated with foreign travel (rs=0.621, P<0.005) but negatively correlated with national park visits (rs=-0.697, P<0.005). There was no significant correlation of mean number of vacation days, indicating available vacation time is probably not a factor. Federal funding actually increased during this period, and so was rejected as a probable factor. Park capacity was rejected as limiting since both total overnight stays and visits at the seven most popular parks rose well into the mid-1990s. Aging of baby boomers was also rejected as they are only now reaching retirement age, and thus during the period of visitation decline were still of prime family vacation age. Multiple linear regression of four of the entertainment media variables as well as oil prices explains 97.5% of this recent decline (r=0.975, multiple r2=0.950, adjusted multiple r2=0.925, SE=0.015, F=37.800, P<0.0001). We may be seeing evidence of a fundamental shift away from people's appreciation of nature (biophilia, Wilson 1984) to 'videophilia,' which we here define as "the new human tendency to focus on sedentary activities involving electronic media." Such a shift would not bode well for the future of biodiversity conservation.
This study investigated the influences of both perceived control and physical effort on cardiovascular reactivity. Undergraduates (N = 32) played a video game task interrupted by aversive noise. Perceived control of the noise was manipulated by instructions indicating the presence or absence of a contingency between performance and noise presentations. Physical effort was manipulated by controlling the physical force required to perform the task. There was a significant main effect of control on systolic blood pressure (SBP) and total peripheral resistance (TPR), with both increasing more during low than high control conditions. The results suggest that high perceived control over aversive noise in an effortful task reduces SBP and TPR reactivity relative to low perceived control. The results are consistent with the idea that control buffers the reactivity associated with task performance under aversive conditions.
Maturation of sustained attention was studied in a group of 52 hyperactive elementary school children and 152 controls using a microcomputer-based test formatted to resemble a video game. In nonhyperactive children, both simple and complex reaction time decreased with age, as did variability of response time. Omission errors were extremely infrequent on simple reaction time and decreased with age on the more complex tasks. Commission errors had an inconsistent relationship with age. Hyperactive children were slower, more variable, and made more errors on all segments of the game than did controls. Both motor speed and calculated mental speed were slower in hyperactive children, with greater discrepancy for responses directed to the nondominant hand, suggesting that a selective right hemisphere deficit may be present in hyperactives. A summary score (number of individual game scores above the 95th percentile) of 4 or more detected 60% of hyperactive subjects with a false positive rate of 5%. Agreement with the Matching Familiar Figures Test was 75% in the hyperactive group.
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