Title of article :
Perceived Stress and Cfognition Function Quantification in a Scary Video Game: An Electroencephalogram Features and Biochemical Measures
Author/Authors :
Aliyari ، Hamed Department of Psychiatry - University of Texas Southwestern Medical Centre , Golabi ، Sahar Department of Medical Physiology - School of Medicine - Abadan University of Medical Sciences , Sahraei ، Hedayat Neuroscience Research Center - Baqiyatallah University of Medical Sciences , Sahraei ، Mohammad Department of Dentistry - School of Dentistry - Shahid Beheshti University of Medical Sciences , Minaei-Bidgoli ، Behrouz Department of Computer Engineering - School of Computer Engineering - University of Science and Technology , Daliri ، Mohammad Reza Department of Electrical Engineering - School of Electrical Engineering - University of Science and Technology , Hazrati ، Reza CERVO Brain Research Center - Laval University , Tadayyoni ، Hamed Faculty of Health Sciences - Ontario Tech University , Kazemi ، Masoomeh Neuroscience Research Center - Baqiyatallah University of Medical Sciences
From page :
297
To page :
309
Abstract :
Introduction: Video games affect the stress system and cognitive abilities in different ways. Here, we evaluated electrophysiological and biochemical indicators of stress and assessed their effects on cognition and behavioral indexes after playing a scary video game. Methods: Thirty volunteers were recruited into two groups as control and experimental. The saliva and blood samples were collected before and after intervention (watching/playing the scary game for control and experimental groups respectively). To measure cortisol and salivary alpha-amylase (sAA) levels, oxytocin (OT), and brain-derived neurotrophic factor (BDNF) plasma levels, dedicated ELISA kits were used. Electroencephalography recording was done before and after interventions for electroencephalogram (EEG)-based emotion and stress recognition. Then, the feature extraction (for mental stress, arousal, and valence) was done. Matrix laboratory (MATLAB) software, version 7.0.1 was used for processing EEG-acquired data. The repeated measures were applied to determine the intragroup significance level of difference. Results: Scary gameplay increases mental stress (P 0.001) and arousal (P 0.001) features and decreases the valence (P 0.001) one. The salivary cortisol and alpha-amylase levels were significantly higher after the gameplay (P 0.001 for both). OT and BDNF plasma levels decreased after playing the scary game (P 0.05 for both). Conclusion: We conclude that perceived stress considerably elevates among players of scary video games, which adversely affects the emotional and cognitive capabilities, possibly via the strength of synaptic connections, and dendritic thorn construction of the brain neurons among players.
Keywords :
Brain , derived neurotrophic factor , Cognition , Cortisol , Salivary alpha , amylase , Oxytocin , Scary video game , Stress
Journal title :
Basic and Clinical Neuroscience
Journal title :
Basic and Clinical Neuroscience
Record number :
2753736
Link To Document :
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