Video games are said to affect our brains, but how do they affect our heart rate? Does different genres like Massively Multiplayer Online First-Person Shooter (MMOFPS), Hardcore MMOFPS, Simulation, Strategy or Survival cause different heart rates? Do they make us feel more relaxed, or more intense and excited?
1.1 Background Research
Video games have made a huge impact in our lives. It had affected the way we spend our time. Video games, with its ever improving graphics and mechanics, have drawn not only children, but also adults into playing the game. As Prensky M. (2005) stated, growing up with digital technology, computer and video games are a major part of our lives. Video games have radically shaped the new generation's preferences and abilities. This new generation have spent their entire lives surrounded by computers, video games, and all the other toys and tools of the digital age. The typical student has played thousands of hours of video games before graduating from college.
According to Drachen, A., Nacke, L. E., Yannakakis, G., and Pedersen, A. L. (2010), a high heart rate (HR) is indicative of players feeling tense and frustrated. Similarly, a low HR is indicative of feelings of competence, immersion, and low levels of challenge. Mandryk, R.L., Inkepn, K.M. and Calvert. W. (2006) noted that high Electronic design automation (EDA) values correlate with high arousal and that a high level of arousal can be indicative of a high level of challenge, frustration, and/or excitement. Mandryk et al. (2006) were supported by Frijda, N. H. (1986), who stated that there is a correlation between EDA and task difficulty, with EDA being elevated during the execution of difficult tasks. According to Drachen, A. et al. (2010), physiological measures correlate with gameplay experience components, even in relatively simple measurement scenarios.
1.2 Research Question
Do different genres of video games affect the heart rate of the subject?
If we change the genre of the video game, the heart rate of the subject will change.
For relatively less active video games, the subject’s heart rate would fall but for relatively more active video games, the subject’s heart rate would rise.
1.3.1 Independent Variable
Genre of the video games
1.3.2 Dependent Variable
The subject’s heart rate
- Length of game
- Location of test
- Temperature in the room
- Lighting in the room
- Noise in the room
- Volume of game
- Brightness of the computer screen