An Ergonomic Study on Gaming Sequence and its Impact on Heart Rate, Visual and Mental Fatigue of University Students
AIM AND SCOPES I ARCHIVE I AUTHOR’S GUIDELINES I EDITORIAL BOARD I POLICIES I JOURNAL INFORMATION I INDEXING I JOURNAL METRICS I SUBMIT
Author(s): Singh, N. K., Banerjee, S., & Gangopadhyay, S.
Abstract: Several studies have established the association between video games with changes in heart rate, and visual and mental fatigue. Understanding the potential relationship between these factors is vital for grasping the impacts of game content on cognitive and physiological functions. This research aims to explore the effect of E-rated (everyone) and M-rated (mature) game-playing sequences on heart rate, and visual and mental fatigue among university students. The objectives include a comparison of the mean heart rate, critical fusion, and flicker frequency before and after playing of both types of games. Thirty participants (22.6±1.0 years) were randomly selected and split into two groups (N1=16, N2=14), one playing the E-rated game followed by the M-rated game, and the other vice versa. Measurements of heart rate, fusion frequency, and flicker frequency were recorded before and after gaming sessions. Participants were played under controlled conditions (Illumination: 200 lux, Sound level: 62.5dB, Temperature: 27°C). The results demonstrated a significant (p<0.05) effect of gaming sequences on heart rate, critical flicker, and fusion frequencies. Further, playing M-rated games can significantly influence heart rate and critical flicker fusion frequency (CFFF) over E-rated games. E-rated and M-rated video games affect CFFF and heart rate, with gameplay order influencing the extent of these effects. This highlights the importance of considering game content and sequence when studying their impacts on physiology and cognition.
Practical Implications: These findings indicate that game developers, educators, and healthcare providers must consider the physiological and cognitive effects of various game ratings and sequences. For example, alternating between E-rated and M-rated games during sessions might help manage and reduce adverse impacts on heart rate and visual fatigue. Additionally, understanding these effects can aid in creating guidelines for healthier gaming practices and designing games that enhance cognitive and physiological well-being. The order in which games are played varies the impact they have on individuals, emphasizing the need for a significant understanding of gaming experiences.
Keywords: Critical flicker fusion frequency; Heart rate; Game; Fatigue.
Cite as – Singh, N. K., Banerjee, S., & Gangopadhyay, S. (2024). An Ergonomic Study on Gaming Sequence and its Impact on Heart Rate, Visual and Mental Fatigue of University Students. International Journal of Design and Allied Sciences, 3(1), 3–13.
PDF Download I DOI:https://doi.org/10.5281/zenodo.12600110
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