Heal Me!-Investigating the "Red Potion" Concept and Its Influence on Gamers' Cardiovascular Endurance.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-06-21 DOI:10.1089/g4h.2024.0092
Andreas Kurniawan, Yasraf Amir Piliang, Agung Eko Budiwaspada, Armein Z R Langi
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Abstract

The "red potion," inspired by video games, emulates the health point replenishment mechanism for injured game characters. Conversely, red ginger, known for its potential tonic properties in enhancing cardiovascular endurance, poses challenges in acquisition within specific regions. Several previous studies have highlighted the existence of an inseparable link when gamers are engaged in real-world activities, even without actively playing the game in the virtual world. This suggests the potential for the "red potion" concept to enhance the well-being of gamers in reality. A statistical ANOVA experiment involved 90 participants, all avid gamers, categorized into three groups: basic, placebo, and experimental. The basic group (BG) received a red-colored beverage without red ginger infusion or the 'red potion' concept. In contrast, the placebo group (PG) received a similar beverage described as a "red potion" but without red ginger. Lastly, the experimental group (EG) received a red ginger-infused beverage without the "red potion" concept. Despite receiving different treatments, all beverages were presented in the same red color. Participants underwent the "beep test" to assess their baseline stamina. The results revealed that both PG and EG exhibited comparable cardiovascular endurance, affirming the potential of the "red potion" concept to positively influence gamers.

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治愈我!--研究 "红药水 "概念及其对游戏玩家心血管耐力的影响。
红药水 "的灵感来自电子游戏,它模仿了受伤游戏角色的健康点补充机制。相反,红姜因其潜在的增强心血管耐力的滋补特性而闻名,但它在特定区域内的获取却带来了挑战。之前的一些研究强调,当游戏玩家参与现实世界的活动时,即使没有在虚拟世界中积极玩游戏,也存在着不可分割的联系。这表明 "红药水 "概念有可能提高游戏玩家在现实中的幸福感。统计方差分析实验涉及 90 名参与者,他们都是狂热的游戏玩家,分为三组:基础组、安慰剂组和实验组。基本组(BG)喝的是红色饮料,没有加入红姜或 "红药水 "概念。相比之下,安慰剂组(PG)接受的是被描述为 "红药水 "的类似饮料,但不含红色生姜。最后,实验组(EG)接受的是不含 "红药水 "概念的红姜浸泡饮料。尽管处理方法不同,但所有饮料的颜色都是一样的红色。参与者接受了 "哔哔声测试",以评估他们的基础耐力。结果显示,PG 和 EG 的心血管耐力相当,这肯定了 "红药水 "概念对游戏玩家产生积极影响的潜力。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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