In recent years, immersive videogame technologies such as virtual reality have been shown to affect psychological welfare in such way that they can be applied to clinical psychology treatments. However, the effects of videogaming with other immersive gaming apparatuses such as commercial electroencephalography (EEG)-based brain-computer interfaces (BCIs) on psychological welfare have not been extensively researched. Thus, we aimed at providing early insights into some of these effects by looking at how videogaming with a commercial EEG-based BCI would impact mood and physiological arousal. A total of 26 participants were sampled. Participants were randomly assigned to either a or a wherein they played an action videogame with a commercial EEG-based BCI or a standard keyboard and mouse interface for 20 minutes. In both conditions, participants filled out the profile of mood states to assess mood and the perceived stress scale to control for stress. We also measured heart rate, heart rate variability as measured by the root mean square of successive differences, and galvanic skin response (GSR) amplitude differences. Participants in the overall reported a significantly higher total mood disturbance ( < 0.05), tension ( < 0.05), confusion ( < 0.05), and significantly less vigor ( < 0.05). We also found that participants in the had significantly lower GSR amplitude differences between gaming and baseline ( < 0.05). The results suggest that the use of commercial EEG-based BCIs for playing with videogames can induce greater frustration and negative moods than playing with a traditional keyboard and mouse interface, possibly limiting their use in clinical psychology settings.
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http://dx.doi.org/10.1089/g4h.2018.0133 | DOI Listing |
Front Psychol
February 2025
Physical Education and Sports Department, Faculty of Sport Sciences, Hitit University, Çorum, Türkiye.
Introduction: The relationship between students' smartphone addiction, social media use, video games play, and their academic performance has been widely studied, yet the existing literature presents inconsistent findings. This meta-analysis synthesizes current research to provide a comprehensive examination of the impact of these technologies on academic achievement.
Methods: A total of 63 studies (yielding 64 effect sizes) were included, encompassing a sample of 124,166 students from 28 countries.
JMIR Serious Games
February 2025
Sphery Ltd, Zurich, Switzerland.
Background: Exergames are increasingly used in rehabilitation, yet their usability and user experience for patients and therapists, particularly for functional model systems, are underresearched. The diverse needs and preferences of users make conducting usability studies challenging, emphasizing the need for further investigation in real-world settings.
Objective: This study aimed to evaluate the usability, safety, and user experience of a novel exergame functional model, the ExerG, from the perspectives of patients and therapists in a rehabilitation setting.
Curr Rev Musculoskelet Med
February 2025
Department of Orthopaedic Surgery and Rehabilitation, Womack Army Medical Center, 2817 Rock Merritt Avenue, Fort Liberty, NC, 28310, USA.
Purpose Of Review: Since the introduction of videogames and augmented reality technology, injuries associated with e sports have garnered increased attention from researchers and healthcare professionals. This review articles examines the spectrum of injuries associated with videogames and augmented reality and describes the nuances of the diagnoses associated with gaming injuries.
Recent Findings: Videogames changed architecture from a sedentary style of playing to a more interactive console with the introduction of technologies such as the Wii or Pokémon Go.
Healthcare (Basel)
January 2025
Community Care and Social Determinants of Health (CUYDET), Nursing and Physiotherapy Department, Universidad de Alcalá, 28804 Alcalá de Henares, Spain.
Background: Adolescence is a critical biopsychosocial adjustment period, with increased susceptibility to problematic media use (PMU) and associated risk-taking behaviors. The aim of the present study consisted of identifying the relationship between PMU (i.e.
View Article and Find Full Text PDFSci Rep
February 2025
Department of Ophthalmology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, 82, Gumiro 173Beon-gil, Bundang-gu, Seongnam, Gyeonggi-do, 13620, Republic of Korea.
To evaluate the effects of orthoptic training using a virtual reality (VR) head-mounted display game in patients with intermittent exotropia (IXT), a prospective, randomized, double-blind study was performed in 62 patients ≥ 13 years with IXT of ≥ 8 prism diopters (∆) and with a near ≥ distance angle, i.e., basic type and convergence insufficiency-type IXT.
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