Introduction:Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles.Methods:A total of 80 players, aged 18 to 30 years, played four types of video games; Runner game, Excitement game, Fear game, and Puzzle game. In the beginning, the players filled in the form of personal information as well as some general and specialized information on the games. Before starting each game, the saliva samples of the players were collected to measure their level of cortisol and α-amylase. At the end of each game, the same samples were collected again. The concentrations of cortisol and α-amylase were measured using a specialized kit and an ELISA device. In addition, the variations of brain waves were recorded by an Emotiv system. Finally, the data were analyzed in SPSS and Matlab system (after and before playing video game).Results:The research findings revealed that the salivary α-amylase concentration increased significantly after playing the Fear game, Runner game, and Excitement game and decreased significantly after playing the Puzzle game. Moreover, the concentration of salivary cortisol increased significantly after playing the Runner game, Excitement game, and Fear game and decreased significantly after playing the Puzzle game. The brain wave analysis also revealed that the level of stress experienced by playing Fear game was higher than the Excitement game.Conclusion:According to the research findings, video games can affect the stress system as well as the cognitive system of humans depending on the game style. In addition, the type and level of stress triggered in the players depend on the game style.
Introduction:The present research aimed to examine Visual Working Memory (VWM) test scores, as well as hormonal, genomic, and brain anatomic changes in the male rhesus macaques exposed to Extremely Low Frequency Magnetic Field (ELF-MF).Methods:Four monkeys were exposed to two different ELF-MF frequencies: 1 Hz (control) and 12 Hz (experiment) with 0.7 μT (magnitude) 4 h/d for 30 consecutive days. Before and after the exposure, VWM test was conducted using a coated devise on a movable stand. About 10 mL of the animals’ blood was obtained from their femoral vain and used to evaluate their melatonin concentration. Blood lymphocytes were used for assaying the expressions of N-Methyl-D-aspartate NMDA-receptor genes expression before and after ELF exposure. Anatomical changes of hippocampus size were also assessed using MRI images.Results:Results indicated that VWM scores in primates exposed to 12 Hz frequency ELF increased significantly. Plasma melatonin level was also increased in these animals. However, these variables did not change in the animals exposed to 1 Hz ELF. At last, expression of the NMDA receptors increased at exposure to 12 Hz frequency. However, hippocampal volume did not increase significantly in the animals exposed to both frequencies.Conclusion:In short, these results indicate that ELF (12 Hz) may have a beneficial value for memory enhancement (indicated by the increase in VWM scores). This may be due to an increase in plasma melatonin and or expression of NMDA glutamate receptors. However, direct involvement of the hippocampus in this process needs more research.
This research investigated the effects of violent and football video games on cognitive functions, cortisol levels, and brain waves. Methods: A total of 64 participants competed in a single-elimination tournament. Saliva samples of all players were obtained before and after the games for the assessment of cortisol levels. The cognitive performances of the players were also assessed by paced auditory serial addition test. Moreover, the electroencephalogram recording was conducted during the games. Results: The results showed that salivary cortisol levels significantly decreased after playing both games. Also, playing the football game increased reaction time, whereas decreased sustained attention and mental fatigue. Conclusion: Conversely, following playing a violent game, the reaction time decreased, and sustained attention and mental fatigue increased. Furthermore, the results of the EEG recording revealed that playing a violent game engaged more brain regions than the football game. In conclusion, playing violent game more effectively improved cognitive performances in the players than the football game.
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