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Methodology for the recording and analysis of heart rate and oxygen saturation in adolescents, when they are playing video games
Technology is changing people's daily lives because of the electrical devices that make people's day-to-day life easier. One of the most influential fields is the entertainment field, proof of this is the variety of video games. These are constantly evolving both in the technical requireme...
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Main Authors: | , , , , , , , , , , |
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Format: | Conference Proceeding |
Language: | English |
Subjects: | |
Online Access: | Get full text |
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Summary: | Technology is changing people's daily lives because of the electrical devices that make people's day-to-day life easier. One of the most influential fields is the entertainment field, proof of this is the variety of video games. These are constantly evolving both in the technical requirements and in the complexity of the games that nowadays, strategy games are booming. These games have new ways of interacting with the player. The most characteristic is the level that the player occupies the game and proof of this are the long times that young people devote to the moment of playing. This excess time causes a change in the personality of adolescents as well as causing certain changes in cardiorespiratory effects. Sudden changes of the emotions associated with a high level of stress at the time of playing are causing the heart to react differently to these sudden changes in oxygen requirement. In this paper, we analyze the strategy games that are in full swing at this time such as the famous FORTNITE game. The research consists of a monitoring of 10 young people to whom they have been subjected at long game times. On an average 5 hours in a row, in which they have been evaluated for oxygen saturation and heart rate at the times that players are developing various emotions such as stress, frustration, joy among others. The results show that when young people win and are promoted to higher levels, they present positive emotions such as tranquility and are happy, while when they lose and lower them, they present negative changes presenting frustration, they deny, in some cases they present aggressive attitudes, throwing things. These changes are reflected in an excess of oxygen consumption reaching saturation at 99% and presenting of high heart count greater than 85 beats per minute. It should be noted that young people who are under study, do not present any type of health problem and we end with some recommendations to take into account when playing these video games that require time prolonged subjected to video games. |
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ISSN: | 0094-243X 1551-7616 |
DOI: | 10.1063/5.0125504 |