移动游戏使用问题患者在玩移动游戏和观看自我移动游戏时心率变异性的改变:对心脏健康的影响。

IF 2.8 3区 心理学 Q2 PSYCHOLOGY, CLINICAL Psychology Research and Behavior Management Pub Date : 2024-07-01 eCollection Date: 2024-01-01 DOI:10.2147/PRBM.S469240
Shih-Ching Chin, Yun-Hsuan Chang, Chih-Chun Huang, Ting-Hsi Chou, Chieh-Liang Huang, Hsiu-Man Lin, Marc N Potenza
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引用次数: 0

摘要

导言智能手机和互联网的普及推动了移动游戏的迅猛发展,但人们对游戏过程中的生理变化缺乏全面了解:本研究涉及 93 名参与者(平均年龄 21.75 岁),根据问题手机游戏问卷(PMGQ)的得分将他们分为问题手机游戏组(PMG)和非问题手机游戏组(nPMG)。PMGQ是台湾开发的一个12个项目的量表,用于评估问题手机游戏的症状。研究深入探讨了实时手机游戏和观看自我游戏视频时的心率变异性(HRV)变化:结果显示,在基线时,PMG组的连续差值均方根(RMSSD)和高频率(lnHF)明显低于nPMG组(分别为F=4.73,p=0.03;F=10.65,p=0.002)。此外,在手机游戏(F=7.59,p=0.007;F=9.31,p=0.003)和观看自我游戏视频(F=9.75,p=0.002;F=9.02,p=0.003)条件下,PMG 组的高频和低频至高频(LF/HF)明显高于 nPMG 组:这项研究提出了缓解自律神经唤醒的针对性干预措施,为解决与问题手机游戏行为相关的不良影响提供了潜在的途径。与nPMG组不同,PMG组在实时手机游戏和观看自我游戏视频节选后表现出更高的渴求得分。在频繁游戏的情况下,低频/高频比值升高会加剧自律神经唤醒,给手机游戏后的放松带来挑战。这些发现有助于深入了解手机游戏活动、生理反应和潜在干预策略之间复杂的相互作用。
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Altered Heart Rate Variability During Mobile Game Playing and Watching Self-Mobile Gaming in Individuals with Problematic Mobile Game Use: Implications for Cardiac Health.

Introduction: The surge in mobile gaming, fueled by smartphone and internet accessibility, lacks a comprehensive understanding of physiological changes during gameplay.

Methods: This study, involving 93 participants (average age 21.75 years), categorized them into Problematic Mobile Gaming (PMG) and non-problematic Mobile Gaming (nPMG) groups based on Problematic Mobile Gaming Questionnaire (PMGQ) scores. The PMGQ is a 12-item scale developed in Taiwan to assess symptoms of problematic mobile gaming. The research delved into heart rate variability (HRV) alterations during real-time mobile gaming and self-gaming video viewing.

Results: Results showed that the PMG group significantly presents a lower root mean square of successive differences (RMSSD), and High Frequency (lnHF) than does the nPMG group (F=4.73, p=0.03; F=10.65, p=0.002, respectively) at the baseline. In addition, the PMG group significantly displayed elevated HF and low-frequency to high-frequency (LF/HF) in the mobile-gaming (F=7.59, p=0.007; F=9.31, p=0.003) condition as well as in the watching self-gaming videos (F=9.75, p=0.002; F=9.02, p=0.003) than did the nPMG.

Conclusion: The study suggests targeted interventions to mitigate autonomic arousal, offering a potential avenue to address adverse effects associated with problematic mobile gaming behavior. The PMG group displayed increased craving scores after real-time mobile gaming and watching self-gaming video excerpts, unlike the nPMG group. Elevated LF/HF ratios in frequent gaming cases heightened autonomic arousal, presenting challenges in relaxation after mobile gaming. These findings contribute to a nuanced understanding of the complex interplay between mobile gaming activities, physiological responses, and potential intervention strategies.

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来源期刊
CiteScore
4.50
自引率
4.70%
发文量
341
审稿时长
16 weeks
期刊介绍: Psychology Research and Behavior Management is an international, peer-reviewed, open access journal focusing on the science of psychology and its application in behavior management to develop improved outcomes in the clinical, educational, sports and business arenas. Specific topics covered in the journal include: -Neuroscience, memory and decision making -Behavior modification and management -Clinical applications -Business and sports performance management -Social and developmental studies -Animal studies The journal welcomes submitted papers covering original research, clinical studies, surveys, reviews and evaluations, guidelines, expert opinion and commentary, case reports and extended reports.
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