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Methodology for the recording and analysis of heart rate and oxygen saturation in adolescents, when they are playing video games

*Corresponding author for this work
  • Universidad Privada del Norte
    ,
  • Universidad Continental, Huancayo
    ,
  • Universidad Tecnológica del Perú
    ,
  • Universidad Nacional Federico Villarreal
    ,
  • Universidad César Vallejo
    ,
  • Universidad Nacional del Callao
Research Output:
Chapter in Book/Report/Conference proceeding
Conference contribution
Peer-review

Publication Information

Output type

Research Output:
Chapter in Book/Report/Conference proceeding
Conference contribution
Peer-review

Original language

English

Article number

020015

Publication milestones

  • Published - 04/04/2023

Publication status

Published - 04/04/2023

Publisher

American Institute of Physics Inc.

Publication series

  • Publication series name: AIP Conference Proceedings
    ISSN (Print): 0094-243X
    ISSN (Electronic): 1551-7616
    Volume: 2725

ISBN (Electronic)

9780735444072

Publication IDs

  • Scopus: 85152799859

Host publication title

2nd International Conference on Circuits, Signals, Systems and Securities, ICCSSS 2022

Host publication editors

  • R. Harikumar
  • C. Ganesh Babu
  • C. Poongodi

Abstract

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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Related Event

Title

2nd International Conference on Circuits, Signals, Systems and Securities, ICCSSS 2022

Event type

Conference

Date

25/03/2022 - 26/03/2022

Location

SathyamangalamIndia