Evidence map›Paper›PMID 38107533›Full record

ArticleBasic and clinical neuroscience

Perceived Stress and Cfognition Function Quantification in a Scary Video Game: An Electroencephalogram Features and Biochemical Measures.

Hamed Aliyari, Sahar Golabi, Hedayat Sahraei, Mohammad Sahraei, Behrouz Minaei-Bidgoli, Mohammad Reza Daliri, Reza Hazrati, Hamed Tadayyoni, Masoomeh Kazemi

Abstract read
In one paragraph

Article in Basic and clinical neuroscience. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Review
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Hamed AliyariDepartment of Psychiatry, University of Texas Southwestern Medical Centre at Dallas, Dallas, United States.ORCID 0000-0001-5496-2756
Sahar GolabiDepartment of Medical Physiology, School of Medicine, Abadan University of Medical Sciences, Abadan, Iran.ORCID 0000-0002-1210-7222
Hedayat SahraeiNeuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran.ORCID 0000-0001-9235-0013
Mohammad SahraeiDepartment of Dentistry, School of Dentistry, Shahid Beheshti University of Medical Sciences, Tehran Iran.ORCID 0000-0002-9391-7058
Behrouz Minaei-BidgoliDepartment of Computer Engineering, School of Computer Engineering, University of Science and Technology, Tehran, Iran.ORCID 0000-0002-9327-7345
Mohammad Reza DaliriDepartment of Electrical Engineering, School of Electrical Engineering, University of Science and Technology, Tehran, Iran.ORCID 0000-0001-9241-8751
Reza HazratiCERVO Brain Research Center, Laval University, Quebec, Canada.ORCID 0000-0002-0075-4211
Hamed TadayyoniFaculty of Health Sciences, Ontario Tech University, Oshawa, Ontario, Canada.ORCID 0000-0002-2466-8019
Masoomeh KazemiNeuroscience Research Center, Baqiyatallah University of Medical Sciences, Tehran, Iran.ORCID 0000-0002-4031-8967

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Video games affect the stress system and cognitive abilities in different ways. Here, we evaluated electrophysiological and biochemical indicators of stress and assessed their effects on cognition and behavioral indexes after playing a scary video game. Methods: Thirty volunteers were recruited into two groups as control and experimental. The saliva and blood samples were collected before and after intervention (watching/playing the scary game for control and experimental groups respectively). To measure cortisol and salivary alpha-amylase (sAA) levels, oxytocin (OT), and brain-derived neurotrophic factor (BDNF) plasma levels, dedicated ELISA kits were used. Electroencephalography recording was done before and after interventions for electroencephalogram (EEG)-based emotion and stress recognition. Then, the feature extraction (for mental stress, arousal, and valence) was done. Matrix laboratory (MATLAB) software, version 7.0.1 was used for processing EEG-acquired data. The repeated measures were applied to determine the intragroup significance level of difference. Results: Scary gameplay increases mental stress (P<0.001) and arousal (P<0.001) features and decreases the valence (P<0.001) one. The salivary cortisol and alpha-amylase levels were significantly higher after the gameplay (P<0.001 for both). OT and BDNF plasma levels decreased after playing the scary game (P<0.05 for both). Conclusion: We conclude that perceived stress considerably elevates among players of scary video games, which adversely affects the emotional and cognitive capabilities, possibly via the strength of synaptic connections, and dendritic thorn construction of the brain neurons among players. Highlights: The mental stress level increases in players of scary video games.The salivary cortisol and alpha-amylase levels are significantly higher after the scary gameplay.Plasma levels of oxytocin and brain-derived neurotrophic factor decrease after the scary gameplay.The arousal and valence features increase in players of scary video game.Cognitive capabilities are adversely affected by the scary gameplay. Plain Language Summary: Nowadays, video games have become an important part of human life at different ages. Therefore, assessing their effects (improving and/or damaging) on cognition and behavior is important for understanding how they affect the nervous system. The results of such studies can be used to design a variety of games in the future in a way that minimizes the harmful side effects of video games on human cognitive functions and maximizes their beneficial effects.

Indexed as

Brain-derived neurotrophic factorCognitionCortisolOxytocinSalivary alpha-amylaseScary video gameStress

Identifiers

PMID38107533
PMCPMC10719968

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.