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Gamin’
Emerson Eggers (Human Physiology, Senior)
Rob Petrak (Human Physiology, Junior)
Josh Wankum (Human Physiology, Junior)
Introduction
•Video games are played for a variety of reasons
• fun, relaxation, reduce stress, improve mood
•Autonomic nervous system
•HR, BP, HRV ratio (LF/HF)
•Expectation: “Temporary” SNS predominance
Methods
• 2 Male Subjects
• BIOPAC With EMG Electrodes
• 15 Minute Baseline in Which Last 5 Minutes Were Recorded
• 4 Races, The Last of Which Recorded HR and BP
• BP Was Taken Mid-Race With Automated Blood Pressure Monitor
•Repeated Measures Test Was Ran On All Acquired Data
Results
Repeated Measures Test:
There was no strong difference from resting to racing (t1 = 0.381, p = 0.77),
but there was an increase in the mean from 86 to 91 bpm.
0
20
40
60
80
100
120
HeartRate(bpm)
Mean Heart Rate at Rest and while
Playing
Resting
Playing
Columns represent mean heart rate +/- SD (n = 2 per measurement)
Repeated Measures Test:
The SBP at rest vs racing increased from 124 mmHg to 135 mmHg while
DBP increased from 66 mmHg to 86 mmHg. Only SBP was statistically
significant (t1 = 21, p < 0.05), DBP (t1 = 3.15, p = 0.20).
0
50
100
150
200
SBP DBP
Bloodpressure(mmHg) Mean Systolic and Diastolic Blood Pressure
at Rest and while Playing
Resting
Playing
Columns represent blood pressure +/- SD (n = 2 per measurement)
Repeated Measures Test:
There was no statistical difference in heart rate variability ratio from
resting to racing (t1 = 4.34, p = 0.14).
However the figure shows that there was a large increase in the mean
values.
0
2
4
6
8
10
12
14
Heartratevariabilityratio Mean Heart Rate Variability Ratio at Rest and
while Playing
Resting
Playing
Columns represent heart rate variability ratio +/- SD (n = 2 per measurement)
Discussion of Video Game Effects
•Graphs accurately correlate to the expected
•Not statistically significant
•Reasoning
•Competitiveness → anxiety and stress → increase SNS
•Confounding variables
•Adderall (made baseline higher thus less room to
increase OR potentially multiplied the increase in SNS)
•Application
•Video games beneficial or harmful to health
Discussion of Adderall Effects
•Graphs accurately correlate to the expected
•Not statistically significant
•Reasoning
•Stimulant → increase SNS
0
50
100
150
200
SBP DBP
Bloodpressure
(mmHg)
Blood Pressure
0
5
10
15HRVRatio
HRV Ratio
0
50
100
150
Heartrate(bpm)
Heart Rate
• There was an increase in heart rate
from rest without adderall to rest
with adderall (t1 = 27.97, p < 0.05).
Too further assess the autonomic effects of
video games more subjects are needed and
confounding variables need to be minimized.
Improvements to be made
References
1. Strauss, HM. Physiologic mechanism of heart rate
variability. Rev Bras Hipertens vol. 14(1): 8-15, 2007.
Acknowledgments
Special thanks to Ryan Wenzel for taking the time to supervise
during data collection

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Original Experiment (3)

  • 1. Gamin’ Emerson Eggers (Human Physiology, Senior) Rob Petrak (Human Physiology, Junior) Josh Wankum (Human Physiology, Junior)
  • 2. Introduction •Video games are played for a variety of reasons • fun, relaxation, reduce stress, improve mood •Autonomic nervous system •HR, BP, HRV ratio (LF/HF) •Expectation: “Temporary” SNS predominance
  • 3. Methods • 2 Male Subjects • BIOPAC With EMG Electrodes • 15 Minute Baseline in Which Last 5 Minutes Were Recorded • 4 Races, The Last of Which Recorded HR and BP • BP Was Taken Mid-Race With Automated Blood Pressure Monitor •Repeated Measures Test Was Ran On All Acquired Data
  • 4.
  • 5. Results Repeated Measures Test: There was no strong difference from resting to racing (t1 = 0.381, p = 0.77), but there was an increase in the mean from 86 to 91 bpm. 0 20 40 60 80 100 120 HeartRate(bpm) Mean Heart Rate at Rest and while Playing Resting Playing Columns represent mean heart rate +/- SD (n = 2 per measurement)
  • 6. Repeated Measures Test: The SBP at rest vs racing increased from 124 mmHg to 135 mmHg while DBP increased from 66 mmHg to 86 mmHg. Only SBP was statistically significant (t1 = 21, p < 0.05), DBP (t1 = 3.15, p = 0.20). 0 50 100 150 200 SBP DBP Bloodpressure(mmHg) Mean Systolic and Diastolic Blood Pressure at Rest and while Playing Resting Playing Columns represent blood pressure +/- SD (n = 2 per measurement)
  • 7. Repeated Measures Test: There was no statistical difference in heart rate variability ratio from resting to racing (t1 = 4.34, p = 0.14). However the figure shows that there was a large increase in the mean values. 0 2 4 6 8 10 12 14 Heartratevariabilityratio Mean Heart Rate Variability Ratio at Rest and while Playing Resting Playing Columns represent heart rate variability ratio +/- SD (n = 2 per measurement)
  • 8. Discussion of Video Game Effects •Graphs accurately correlate to the expected •Not statistically significant •Reasoning •Competitiveness → anxiety and stress → increase SNS •Confounding variables •Adderall (made baseline higher thus less room to increase OR potentially multiplied the increase in SNS) •Application •Video games beneficial or harmful to health
  • 9. Discussion of Adderall Effects •Graphs accurately correlate to the expected •Not statistically significant •Reasoning •Stimulant → increase SNS 0 50 100 150 200 SBP DBP Bloodpressure (mmHg) Blood Pressure 0 5 10 15HRVRatio HRV Ratio 0 50 100 150 Heartrate(bpm) Heart Rate • There was an increase in heart rate from rest without adderall to rest with adderall (t1 = 27.97, p < 0.05).
  • 10. Too further assess the autonomic effects of video games more subjects are needed and confounding variables need to be minimized. Improvements to be made
  • 11. References 1. Strauss, HM. Physiologic mechanism of heart rate variability. Rev Bras Hipertens vol. 14(1): 8-15, 2007. Acknowledgments Special thanks to Ryan Wenzel for taking the time to supervise during data collection