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Psychophysiology	
  Lab	
  and	
  Biofeedback	
  Clinic	
  
	
  	
        Carmen	
  Russoniello,	
  Ph.D.,	
  LRT,	
  LPC,	
  BCB,	
  BCN	
  
                                             Matthew	
  Fish,	
  M.S.,	
  LRT,	
  BCB	
  
 
	
  
	
  
"There	
  ain't	
  much	
  fun	
  in	
  medicine,	
  but	
  there's	
  a	
  heck	
  of	
  a	
  lot	
  of	
  medicine	
  in	
  fun"	
  
           	
         	
  Josh	
  Billings-­‐Humorist	
  and	
  Lecturer	
  (1808-­‐1885)	
  
Casual Video Games Demonstrate Ability to Relieve Stress, Improve
Mood: Potential Clinical Significance Highlighted




                              “This Is Your Brain on a Videogame”

                                          “Medicinal use of video games growing”

                                   “Just Click the Mouse. Follow the Cursor.
                                   You Are Calm. You Feel Good.”
                         “Medicinal use of video games growing
                         After decades of research, medical community's
                          acceptance of video games for therapy growing”
   Game Industry: “Casual Games fight depression”
   Games for Health: “Casual Gaming’s Effects on Mood, Stress”

                                                   WebMD
                                                   Believe It or Not “Computer
“How I Played Games for Science”                   Games Can Be Healthy”
"There	
  ain’t	
  much	
  fun	
  in	
  medicine,	
  but	
  there’s	
  a	
  heck	
  
of	
  a	
  lot	
  of	
  medicine	
  in	
  fun”	
  
        	
  	
  Josh	
  Billings-­‐Humorist	
  and	
  Lecturer	
  (1818-­‐1885)	
  
Previous	
  Game	
  Research	
  
   Therapies	
  such	
  as	
  board	
  games,	
  card	
  
   games,	
  biofeedback,	
  meditation	
  and	
  
   massage	
  have	
  been	
  useful	
  in	
  helping	
  
   people	
  change	
  brain	
  and	
  autonomic	
  
   nervous	
  system	
  activity	
  from	
  areas	
  
   associated	
  with	
  depression	
  and	
  stress	
  
   to	
  areas	
  associated	
  with	
  relaxation	
  and	
  
   alertness	
  (Russoniello,	
  1991,	
  2008).	
  	
  
The	
  Ini(al	
  Scien(fic	
  Inves(ga(on	
  was	
  
Designed	
  to	
  Determine	
  Whether	
  Casual	
  
Video	
  Games	
  Could	
  Improve	
  Mood	
  and/or	
  
Decrease	
  Stress	
  in	
  a	
  “Normal”	
  Popula(on	
  	
  

	
  
Results	
  from	
  surveys	
  indicated	
  that	
  people	
  played	
  
PopCap	
  casual	
  video	
  games	
  because	
  the	
  games	
  reduced	
  
their	
  stress	
  and	
  improved	
  their	
  mood.	
  
	
  
Method	
  
Data	
  from	
  134	
  participants	
  (Average	
  Age=26).	
  	
  
Participants	
  were	
  monitored	
  EEG	
  and	
  HRV	
  equipment	
  
Subjects	
  played/surfed	
  the	
  web	
  for	
  20	
  minutes.	
  
Psychological	
  Measurement	
  
 The	
  Profile	
  of	
  Mood	
  States	
  or	
  POMS	
  is	
  a	
  
 factor	
  analytically	
  derived	
  inventory	
  that	
  
 measures	
  six	
  subscales:	
  tension,	
  
 depression,	
  anger,	
  vigor,	
  fatigue,	
  and	
  
 confusion.	
  In	
  addition	
  it	
  calculates	
  a	
  
 “Total	
  Mood	
  Disturbance”	
  and	
  has	
  
 established	
  reliability	
  on	
  “Right	
  Now”	
  
 administration.	
  	
  	
  
Total	
  Mood	
  Disorder	
  Changes	
  
	
  	
  
	
  	
  

Overall	
  POMS	
  Changes	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  md	
  	
  	
  	
  	
  	
  	
  	
  	
  se	
  	
  	
  	
  	
  	
  df	
  	
  	
  	
  	
  	
  	
  p                                          	
  	
  	
  
Control	
  Group(n=31)	
                                                                          	
  	
  	
  2.6	
  	
  	
  	
  	
  	
  	
  	
  2.4	
  	
  	
  	
  30	
  	
  	
  	
  .284	
  	
  	
  	
  	
  
Bookworm	
  (n=29) 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  7.9	
  	
  	
  	
  	
  	
  	
  	
  	
  2.5	
  	
  	
  	
  28	
  	
  	
  	
  	
  .002 	
  	
  
Bejeweled	
  II	
  (n=38)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  -­‐11.3	
  	
  	
  	
  	
  	
  	
  	
  	
  2.2	
  	
  	
  	
  37	
  	
  	
  	
  	
  .000†	
  	
  
Peggle	
  	
  (n=	
  36)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  -­‐14.9	
  	
  	
  	
  	
  	
  	
  2.3	
  	
  	
  	
  	
  	
  35	
  	
  	
  	
  	
  .000††	
  
	
  
	
  ††	
  Significantly	
  differs	
  from	
  control	
  p=.000.	
  †Significantly	
  

differs	
  from	
  control	
  p=.009.	
  	
  
	
  
Physiological	
  Measure	
  of	
  Mood	
  
Using	
  Brain	
  Wave	
  Measurement	
  
It	
  is	
  has	
  been	
  shown	
  that	
  leC	
  hemisphere	
  frontal	
  
alpha	
  brain	
  waves	
  can	
  be	
  correlated	
  with	
  mood	
  
and	
  associated	
  behaviors.	
  	
  
	
  
       • Increases	
  in	
  alpha	
  power	
  in	
  the	
  leC	
  hemisphere	
  is	
  
       associated	
  with	
  negaDve	
  affect,	
  depression	
  and	
  
       avoidance/withdrawal	
  behaviors.	
  Conversely,	
  
       decreases	
  in	
  leC	
  alpha	
  power	
  improves	
  mood	
  and	
  
       decreases	
  avoidance/withdrawal	
  behaviors.	
  
Brain	
  Waves	
  and	
  Mood	
  (cont.)	
  
   • Decreases	
  in	
  right	
  hemisphere	
  alpha	
  
   power	
  has	
  been	
  also	
  been	
  associated	
  with	
  
   negative	
  mood.	
  Conversely	
  increases	
  in	
  
   right	
  alpha	
  power	
  improves	
  mood	
  and	
  
   increases	
  Approach/Engage	
  behaviors	
  
   	
  
   • The	
  ratio	
  between	
  right	
  and	
  left	
  brain	
  
   alpha	
  has	
  been	
  used	
  to	
  measure	
  emotional	
  
   stability/mental	
  relaxation	
  (Davidson,1988	
  
   and	
  Marshall	
  &	
  Fox,	
  2000).	
  	
  
Bejeweled	
  2	
  Changes	
  Pre-­‐post	
  
	
  
	
  
Left	
  Alpha	
  Changes                                         	
  	
  	
  md 	
  	
  	
  	
  	
  se 	
  	
  	
  	
  df 	
  	
  	
  p	
  
Control	
  Group	
  (n=22)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  .99 	
  	
  	
  	
  	
  1.5 	
  	
  	
  	
  21	
  	
  	
  	
  	
  .50	
  
Bejeweled	
  2	
  (n=28)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  -­‐3.3	
  	
  	
  	
  	
  	
  1.3	
  	
  	
  	
  	
  	
  	
  27	
  	
  	
  	
  .014†	
  
†Significantly	
  differs	
  from	
  control	
  p=.032	
  
Peggle	
  Changes	
  in	
  R-­‐Alpha	
  Pre-­‐post	
  
	
  	
  
Right	
  Alpha	
  Changes                             	
  	
  	
  	
  md 	
  	
  	
  	
  	
  se	
  	
  	
  	
  	
  	
  	
  df	
  	
  	
  	
  	
  	
  	
  	
  p	
  	
  
Control	
  Group	
  (n=22) 	
  	
  	
  	
  	
  .427	
  	
  	
  	
  10	
  	
  	
  	
  	
  	
  	
  	
  21	
  	
  	
  	
  	
  .996 	
  	
  	
  
                                                                                 	
  
Peggle	
  Group	
  (n=29)	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  17.9	
  	
  	
  	
  	
  9	
  	
  	
  	
  	
  	
  	
  	
  28	
  	
  	
  	
  	
  .048	
  	
  
	
  	
  
Depression	
  
—  Depression	
  is	
  a	
  serious	
  medical	
  illness;	
  it’s	
  not	
  
  something	
  that	
  you	
  have	
  made	
  up	
  in	
  your	
  head.	
  It’s	
  
  more	
  than	
  just	
  feeling	
  "down	
  in	
  the	
  dumps"	
  or	
  "blue"	
  
  for	
  a	
  few	
  days.	
  It’s	
  feeling	
  "down"	
  and	
  "low"	
  and	
  
  "hopeless"	
  for	
  weeks	
  at	
  a	
  time.	
  (National	
  Institute	
  of	
  
  Mental	
  Health,	
  2010)	
  
Par(cipants	
  
— Participants	
  were	
  Adults	
  (=>18)	
  that	
  
 signed	
  an	
  Institutional	
  Review	
  Board	
  
 approved	
  informed	
  consent	
  agreeing	
  to	
  
 participate	
  and	
  met	
  the	
  criteria	
  score	
  
 for	
  inclusion	
  (PHQ9	
  score=>5).	
  
Par(cipants	
  
Qualifying	
  participants	
  then	
  completed	
  the	
  POMS,	
  
State/Trait	
  Anxiety	
  Inventory,	
  psychological	
  
assessments,	
  demographic	
  profile	
  sheet,	
  and	
  the	
  
remaining	
  components	
  of	
  the	
  Patient	
  Health	
  
Questionnaire	
  (PHQ).	
  	
  The	
  participants	
  also	
  gave	
  a	
  
small	
  saliva	
  sample	
  for	
  biochemical	
  testing.	
  At	
  this	
  
point	
  participants	
  opened	
  an	
  envelope	
  containing	
  a	
  
random	
  assignment	
  to	
  the	
  control	
  or	
  experimental	
  
groups.	
  	
  
Experimental	
  Group	
  
If	
  the	
  participant	
  was	
  assigned	
  to	
  the	
  experimental	
  
group	
  they	
  were	
  given	
  a	
  choice	
  of	
  three	
  popular	
  
casual	
  video	
  games	
  to	
  play.	
  Research	
  has	
  
demonstrated	
  that	
  freedom	
  to	
  choose	
  is	
  an	
  important	
  
precursor	
  to	
  experiencing	
  the	
  full	
  benefits	
  of	
  
recreation	
  participation.	
  The	
  participant	
  then	
  played	
  
the	
  games	
  of	
  their	
  choice	
  for	
  30	
  minutes	
  while	
  being	
  
recorded.	
  
Experimental	
  Group	
  
—  In	
  addition	
  to	
  the	
  two	
  lab	
  sessions	
  scheduled	
  one	
  
  month	
  apart,	
  the	
  experimental	
  group	
  was	
  instructed	
  
  to	
  play	
  the	
  casual	
  video	
  game	
  of	
  their	
  choice	
  at	
  home	
  
  for	
  at	
  least	
  30	
  minutes	
  3x	
  per	
  week	
  	
  (At	
  least	
  24	
  hours	
  
  between	
  sessions)	
  for	
  one	
  month.	
  Participants	
  were	
  
  asked	
  to	
  keep	
  a	
  log	
  of	
  the	
  amount	
  of	
  time	
  spent	
  
  playing	
  the	
  game	
  during	
  the	
  month.	
  The	
  average	
  
  game	
  playing	
  time	
  for	
  the	
  experimental	
  group	
  was	
  
  minimum	
  30	
  max	
  68	
  minutes	
  and	
  the	
  mean	
  40.7	
  
  minutes.	
  
Control	
  Group	
  
—  If	
  the	
  person	
  was	
  assigned	
  to	
  the	
  control	
  group	
  biosensors	
  
    were	
  placed	
  by	
  the	
  researcher	
  and	
  baseline	
  
    psychophysiological	
  data	
  was	
  recorded	
  for	
  6	
  minutes.	
  
—  The	
  control	
  participant	
  was	
  then	
  instructed	
  to	
  surf	
  the	
  
    National	
  Institutes	
  of	
  Mental	
  Health	
  consumer	
  web	
  site	
  on	
  
    depression	
  for	
  30	
  minutes	
  while	
  psychophysiology	
  data	
  
    was	
  being	
  recorded.	
  	
  
    http://www.nimh.nih.gov/health/topics/
    depressionindex.shtml	
  	
  
Methods	
  
— All	
  sessions	
  were	
  conducted	
  in	
  a	
  room	
  with	
  
  minimal	
  distractions	
  	
  (blank	
  walls,	
  no	
  outside	
  
  view,	
  minimal	
  noise).	
  The	
  researcher	
  
  administered	
  psychological	
  assessments	
  and	
  
  connected	
  the	
  participants	
  to	
  physiological	
  
  monitoring	
  equipment	
  following	
  the	
  same	
  
  procedure	
  for	
  both	
  groups.	
  	
  All	
  participants	
  
  sat	
  in	
  the	
  same	
  chair	
  in	
  front	
  of	
  the	
  same	
  
  computer.	
  	
  
 
                     	
             	
                	
                  	
  RESULTS	
  
	
  	
  	
  	
  	
  	
  PHQ9	
  Differences	
  between	
  Experimental	
  and	
  Control	
  Groups	
  	
  
       	
  	
  
                            Time	
         	
                	
  Mean	
  	
  Diff	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Std.	
  Err	
  	
     	
  Sig	
  	
  	
  
                            1	
            	
  	
            	
  	
  -­‐.345 	
                   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1.33 	
         	
  .797	
  
                            2              	
                	
  	
  	
  	
  3.13 	
              	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1.36 	
         	
  .024	
  
                            3              	
                	
  	
  	
  	
  2.85	
  	
           	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1.23 	
         	
  .024	
  
                            4              	
                	
  	
  	
  	
  3.13 	
              	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1.08 	
         	
  .005	
  
                  	
  
                  PHQ	
  9	
  scores	
  did	
  not	
  differ	
  at	
  time	
  1	
  (the	
  initial	
  baseline)	
  	
  but	
  did	
  so	
  after	
  
                  time	
  2	
  or	
  post	
  session	
  one;	
  time	
  3	
  or	
  baseline	
  for	
  session	
  two	
  obtained	
  1	
  
                  month	
  after	
  initial	
  data	
  collection	
  and	
  time	
  4	
  or	
  post	
  second	
  session.	
  
Changes	
  in	
  Clinical	
  Depression	
  	
  Pre-­‐Post	
  Study	
  

(PHQ-­‐9)	
  Score	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Minimal	
  	
  	
  	
  Minor	
  	
  	
  	
  Moderate	
  	
  	
  	
  	
  	
  Severe	
  	
  	
  	
  Total	
  	
  
Pre	
  Study	
  Control                                                                                	
  Count	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  12	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  9	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  6	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  2 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  29	
  
           	
                          	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Percent	
  	
  	
  	
  	
  	
  	
  41.4%	
  	
  	
  	
  	
  	
  31.0%	
  	
  	
  	
  	
  	
  	
  	
  20.7%	
  	
  	
  	
  	
  	
  	
  6.9%	
  	
  	
  	
  	
  100.0%	
  
Post	
  Study	
  Control	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Count	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  18	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  9	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  1 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  29 	
  	
  
           	
                          	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Percent	
  	
  	
  	
  	
  	
  	
  62.1%	
  	
  	
  	
  	
  	
  	
  31.0%	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  3.4%	
  	
  	
  	
  	
  	
  	
  3.4%	
  	
  	
  	
  	
  100.0%	
  
	
  
           	
                          	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Minimal	
  	
  	
  	
  	
  	
  Minor	
  	
  	
  	
  Moderate	
  	
  	
  	
  Severe	
  	
  	
  Total	
  
Pre	
  Study	
  Experimental	
  	
  	
  	
  Count	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  14 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  9 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  3	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  4 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  30	
  	
  
           	
                          	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Percent	
  	
  	
  	
  	
  	
  46.7%	
  	
  	
  	
  	
  	
  	
  30.0%	
  	
  	
  	
  	
  10.0%	
  	
  	
  	
  	
  	
  	
  	
  	
  13.3%	
  	
  	
  	
  100.0%	
  
Post	
  Study	
  Experimental	
  	
  	
  Count 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  26 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  4 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  0 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  0	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  30 	
  	
  
           	
                          	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Percent	
  	
  	
  	
  	
  	
  	
  86.7%	
  	
  	
  	
  	
  	
  13.3%	
  	
  	
  	
  	
  	
  	
  0% 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  0%	
  	
  	
  	
  100.0%	
  
	
  
           	
  	
  
	
  	
  
Changes	
  in	
  Clinical	
  Depression	
  within	
  CVG	
  Group	
  

           100	
  

                  80	
  
PERCENT	
  	
  




                  60	
  

                   40	
  

                   20	
  

                      0	
                                                                          PHQ	
  post	
  
                                Minimal	
                                                      PHQ	
  pre	
  
                                                  Mild	
  
                                                             Moderate	
  
                                                                               Severe	
  

                                          Minimal	
          Mild	
           Moderate	
           Severe	
  
                    PHQ	
  pre	
           42.9	
             50	
              7.1	
                0	
  
                    PHQ	
  post	
           100	
             0	
                0	
                 0	
  
Profile	
  of	
  Mood	
  States	
  (POMS)	
  
—  Overall	
  mood	
  during	
  game	
  play	
  was	
  also	
  measured.	
  The	
  
  POMS	
  measures	
  Psychological	
  Tension,	
  Anger,	
  Depression,	
  
  Vigor,	
  Fatigue	
  and	
  Confusion.	
  Cumulatively,	
  these	
  six	
  
  aspects	
  of	
  mood	
  are	
  combined	
  to	
  form	
  “Total	
  Mood	
  
  Disturbance,”	
  (TMD)	
  

     Time	
  	
                                     	
  Mean	
  Diff 	
  Std.	
  Err                                                                                                	
  	
  Sig	
  
     	
  	
  1 	
                                   	
  	
  	
  	
  	
  	
  .252	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  11.2	
                                         	
  .982	
  
     	
  	
  2 	
                                   	
  	
  	
  	
  	
  	
  24.4	
                             	
  	
  	
  	
  	
  	
  7.4	
                                       	
  .002	
  
     	
  	
  3 	
                                   	
  	
  	
  	
  	
  	
  24.0	
                             	
  	
  	
  	
  	
  10 	
                                           	
  .020	
  
     	
  	
  4 	
                                   	
  	
  	
  	
  	
  	
  29.6                               	
  	
  	
  	
  	
  	
  7.7	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  .000	
  
     	
  A	
  decrease	
  in	
  TMD	
  indicates	
  a	
  positive	
  change	
  in	
  mood.	
  In	
  terms	
  of	
  TMD	
  during	
  game	
  play	
  the	
  experimental	
  group	
  experienced	
  a	
  
     65%	
  reduction	
  in	
  TMD	
  and	
  this	
  was	
  significant	
  from	
  control	
  after	
  each	
  measure	
  except	
  for	
  the	
  initial	
  baseline	
  

     	
  
Changes	
  in	
  POMS	
  Categories	
  
—  The	
  following	
  slides	
  depict	
  the	
  differences	
  between	
  the	
  
  video	
  game	
  group	
  and	
  the	
  six	
  categories	
  of	
  the	
  POMS.	
  	
  
In	
  general	
  there	
  were	
  Decreases	
  in:	
  
      —  	
  Tension:	
  49.6%	
  	
  
      —  Anger:	
  55%	
  
      —  	
  Depression:	
  50%	
  
      —  	
  Fatigue:	
  58%	
  
      —  	
  Confusion:	
  50%	
  
      —  	
  and	
  a	
  33%	
  Increase	
  in	
  Vigor	
  
Anxiety	
  
— Anxiety	
  and	
  fear	
  are	
  two	
  different	
  emotions	
  
  but	
  are	
  commonly	
  regarded	
  as	
  the	
  same.	
  	
  
  Fear	
  is	
  defined	
  by	
  an	
  obvious	
  source	
  of	
  
  danger.	
  	
  However,	
  with	
  anxiety,	
  danger	
  is	
  
  not	
  typically	
  specified	
  clearly,	
  as	
  it	
  can	
  
  occur	
  in	
  situations	
  where	
  danger	
  is	
  not	
  
  observable	
  (Butcher,	
  et	
  al.,	
  2007).	
  
Anxiety	
  Cont’d	
  
—  Anxiety	
  disorders	
  develop	
  when	
  anxiety	
  becomes	
  
    excessive	
  or	
  uncontrollable	
  
—  Common	
  symptoms	
  
     —  Negative	
  mood	
  
     —  Unnecessary	
  worry	
  
     —  Chronic	
  stress	
  
     —  Avoidance	
  of	
  specific	
  situation	
  
	
  
Types	
  of	
  Anxiety	
  
—  	
  State	
  anxiety	
  refers	
  to	
  a	
  transitory	
  emotional	
  state	
  
    or	
  condition	
  that	
  can	
  be	
  characterized	
  by	
  
    subjective,	
  consciously	
  apparent	
  feelings	
  of	
  
    tension	
  and	
  apprehension,	
  and	
  an	
  amplified	
  
    autonomic	
  nervous	
  system.	
  	
  
—  Trait	
  anxiety	
  refers	
  to	
  an	
  individual’s	
  proneness	
  
    for	
  anxiety	
  and	
  a	
  common	
  tendency	
  to	
  respond	
  
    with	
  anxiety	
  when	
  confronted	
  with	
  a	
  perceived	
  
    threat.	
  
STAI	
  
—  To	
  determine	
  if	
  there	
  is	
  any	
  change	
  in	
  participants	
  
    anxiety	
  level	
  the	
  STAI	
  will	
  be	
  used	
  to	
  measure	
  
    changes	
  in	
  both	
  state	
  (S-­‐Anxiety)	
  and	
  trait	
  (T-­‐
    Anxiety)	
  anxiety.	
  	
  	
  
—  The	
  STAI	
  is	
  a	
  brief,	
  self-­‐report	
  inventory	
  that	
  
    consists	
  of	
  20	
  S-­‐Anxiety	
  questions	
  and	
  20	
  T-­‐
    Anxiety	
  questions,	
  for	
  a	
  total	
  of	
  40	
  anxiety	
  
    questions.	
  
 
                  	
        	
              	
                	
  RESULTS	
  
	
  
                  STAI-­‐S	
  Differences	
  between	
  Experimental	
  and	
  Control	
  Groups	
  	
  
       	
  	
  
                     Time	
        	
  Mean	
  	
  Diff 	
                                           	
  Std.	
  Err	
   	
  Sig	
  	
  	
  	
  	
  
                     1 	
          	
  	
  	
  	
  3.28     	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
          	
  	
  	
  2.98	
           	
  .275	
  
                     2 	
          	
  	
  	
  	
  8.48     	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  2.72	
              	
  .003	
  
                     3 	
          	
  	
  	
  	
  8.34	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  3.06	
              	
  .009	
  
                     4 	
          	
  	
  	
  	
  11.64    	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  2.72	
              	
  .000	
  
       	
  	
  
       STAI-­‐S	
  scores	
  did	
  not	
  differ	
  at	
  Time	
  1	
  (the	
  initial	
  baseline).	
  	
  However,	
  at	
  
       Time	
  2,	
  pre	
  session	
  1,	
  and	
  Time	
  3,	
  baseline	
  for	
  session	
  two,	
  which	
  was	
  	
  
       obtained	
  1	
  month	
  after	
  the	
  initial	
  baseline,	
  was	
  statically	
  significant	
  as	
  
       well	
  as	
  Time	
  4.	
  
STAI-­‐S	
  Experimental	
  and	
  Control	
  Comparison	
  	
  


                    45	
  



                    40	
  



                      35	
  
Axis	
  Title	
  




                       30	
  



                        25	
  



                         20	
                                                                                                      Control	
  Group	
  

                                  Time	
  1	
  
                                                                     Time	
  2	
                                             Experimental	
  Group	
  
                                                                                         Time	
  3	
  
                                                                                                         Time	
  4	
  




                                                     Time	
  1	
                     Time	
  2	
             Time	
  3	
                  Time	
  4	
  
   Experimental	
  Group	
                           38.04	
                          31.59	
                 30.37	
                      28.15	
  
   Control	
  Group	
                                 41.32	
                         40.07	
                  38.71	
                     39.79	
  
 
             	
              	
                 	
                 	
  RESULTS	
  
       STAI-­‐T	
  Differences	
  between	
  Experimental	
  and	
  Control	
  Groups	
  	
  
                     	
  
                     Time	
  	
  	
  	
  	
  	
  Mean	
  	
  Diff	
  	
  	
  	
  	
  	
  Std.	
  Err	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Sig	
  	
  
                     1    	
                      	
  3.14 	
                                              	
  	
  3.22 	
             	
  .333	
  
                     2    	
                      	
  7.86	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  3.24	
  	
   	
  .019	
  
                     	
  
       	
  
       STAI-­‐T	
  scores	
  did	
  not	
  differ	
  at	
  time	
  1	
  (the	
  initial	
  baseline)	
  	
  but	
  did	
  so	
  at	
  
       time	
  2	
  or	
  baseline	
  for	
  session	
  two	
  obtained	
  1	
  month	
  after	
  data	
  collection.	
  
STAI-­‐T	
  Experimental	
  and	
  Control	
  Comparison	
  	
  


                    50	
  

                    45	
  
Axis	
  Title	
  




                    40	
  
                     35	
  
                     30	
  
                      25	
                                                          Control	
  Group	
  
                      20	
  
                                                                              Experimental	
  Group	
  
                               Time	
  1	
  
                                                       Time	
  2	
  

                                                      Time	
  1	
                           Time	
  2	
  
Experimental	
  Group	
                               45.07	
                                38.18	
  
Control	
  Group	
                                     48.21	
                              46.04	
  
Changes	
  in	
  Anxiety	
  
 —  The	
  experimental	
  group	
  saw	
  significant	
  
   reductions	
  in	
  both	
  state	
  and	
  trait	
  anxiety.	
  	
  
   Subjects	
  in	
  the	
  experimental	
  group	
  experienced	
  a	
  
   significant	
  decrease	
  in	
  their	
  state	
  anxiety	
  score	
  
   between	
  Time	
  1	
  (session	
  1	
  baseline)	
  and	
  Time	
  3	
  
   (session	
  2	
  baseline).	
  	
  Likewise,	
  subjects	
  also	
  
   experienced	
  a	
  significant	
  decrease	
  in	
  their	
  trait	
  
   anxiety	
  score	
  from	
  Time	
  1	
  and	
  Time	
  3.	
  Subjects	
  
   within	
  the	
  control	
  group	
  did	
  not	
  experience	
  any	
  
   significant	
  change	
  in	
  their	
  anxiety	
  levels.	
  
The	
  Effectiveness	
  of	
  Casual	
  Video	
  Games	
  in	
  Improving	
  Cognitive	
  
	
  Performance	
  in	
  People	
  Over	
  50:	
  A	
  Randomized	
  Controlled	
  
Study	
  	
  
Why	
  is	
  it	
  important?	
  
—  Most	
  adults	
  experience	
  a	
  decline	
  in	
  cognitive	
  
  functioning	
  	
  
      —    When	
  this	
  loss	
  begins	
  and	
  its	
  intensity	
  varies	
  considerably	
  
—  Cognitive	
  decline	
  can	
  also	
  impact:	
  
      —    Episodic	
  memory	
  (recall	
  info	
  in	
  linked	
  format)	
  
      —    Perceptual	
  reasoning	
  (identifying	
  objects)	
  
      —    Inductive	
  reasoning	
  (using	
  logic	
  for	
  decisions)	
  
Speed	
  of	
  CogniDve	
  Processing	
  
—  Area	
  of	
  cognition	
  receiving	
  most	
  of	
  attention	
  due	
  to	
  
  its	
  broad	
  influence	
  over	
  various	
  factors	
  
    —  Important	
  to	
  specific	
  operations:	
  
        —  Episodic	
  memory	
  

           —    Working	
  memory	
  
           —    Reasoning	
  abilities	
  
           —    Verbal	
  fluency	
  	
  
    —  Also	
  linked	
  to:	
  
           —    New	
  learning	
  
           —    Everyday	
  task	
  performance	
  
    	
  
Trail	
  Making	
  Test	
  
—  The	
  TMT	
  is	
  a	
  standardized	
  set	
  of	
  five	
  visual	
  search	
  
    and	
  sequencing	
  tasks	
  that	
  are	
  heavily	
  influenced	
  by	
  
    attention,	
  concentration,	
  resistance	
  to	
  distraction,	
  
    and	
  cognitive	
  flexibility	
  (or	
  set-­‐shifting).	
  
—  	
  It	
  is	
  highly	
  useful	
  in	
  the	
  evaluation	
  and	
  diagnosis	
  of	
  
    brain	
  injury;	
  frontal	
  lobe	
  deficits;	
  problems	
  with	
  
    psychomotor	
  speed,	
  visual	
  search	
  and	
  sequencing,	
  
    and	
  attention;	
  and	
  impairments	
  in	
  set-­‐shifting.	
  
Improvement	
  in	
  CogniDve	
  
FuncDoning	
                               Trail	
  Making	
  Test	
  A	
  

            Control	
                                                             Experimental	
  



               -­‐3.3	
  


 Preliminary	
  Results	
  indicate	
  that	
  playing	
  
 	
  casual	
  video	
  games	
  decreases	
  response	
  time	
  to	
  	
  
 cognitive	
  tests	
  by	
  12	
  %	
  indicating	
  improvement	
  in	
  	
  
 cognitive	
  abilities	
  



                                                                                        -­‐12	
  
Improvement	
  in	
  CogniDve	
  
FuncDoning	
                                 Trail	
  Making	
  Test	
  B	
  



                 9	
  


                                                                                  Experimental	
  


            Control	
  


 Playing	
  casual	
  video	
  games	
  increases	
  executive	
  
 	
  cognitive	
  functioning	
  	
  as	
  indicated	
  by	
  an	
  18%	
  	
  
 decrease	
  in	
  response	
  	
  time.	
  	
  Whereas	
  the	
  
 	
  control	
  group	
  increased	
  their	
  response	
  time	
  
 	
  by	
  9%.	
  
                                                                                        -­‐18	
  
CogniDve	
  Improvement	
  
Both	
  cogniDve	
  response	
  Dme	
  (the	
  speed	
  with	
  
which	
  a	
  subject	
  completes	
  a	
  task)	
  and	
  execuDve	
  
funcDon	
  (the	
  frequency	
  of	
  correctly	
  compleDng	
  
parts	
  of	
  the	
  task)	
  were	
  tracked.	
  
Those	
  parDcipants	
  that	
  played	
  Bejeweled	
  or	
  
Peggle	
  for	
  short	
  (30	
  minute)	
  periods	
  showed	
  an	
  
87%	
  improvement	
  in	
  cogniDve	
  response	
  Dme	
  and	
  
a	
  2.15	
  Dmes	
  increase	
  in	
  execuDve	
  funcDoning	
  
when	
  compared	
  to	
  a	
  control	
  group.	
  	
  
Improvement	
  in	
  CogniDon	
  
  These	
  improvements	
  in	
  overall	
  
  cognitive	
  acuity	
  are	
  comparable	
  to	
  
  changes	
  recorded	
  after	
  other	
  
  types	
  of	
  cognitive	
  interventions	
  
  such	
  as	
  mindfulness	
  based	
  
  cognitive	
  therapy	
  and	
  cognitive	
  
  remediation	
  therapy.	
  	
  
The	
  Efficacy	
  of	
  a	
  Biofeedback	
  Controlled	
  Video	
  Game	
  in	
  
Preven(ng	
  and	
  Reducing	
  Symptoms	
  of	
  PTSD	
  
 ANATOMY	
  of	
  a	
  GAMER	
  
References	
  
Schiesel,	
  S.	
  A	
  Graying	
  Audience	
  Discovers	
  Video	
  Games.	
  The	
  International	
  Herald	
  Tribune.	
  
Retrieved	
  July	
  16,	
  2007from	
  the	
  Internet	
  www.iht.com	
  
Anderson,	
  Craig	
  A.	
  and	
  Brad	
  J.	
  Bushman.	
  	
  “Effects	
  of	
  Violent	
  Video	
  Games	
  On	
  Aggressive	
  Behavior,	
  
Aggressive	
  Cognition,	
  Aggressive	
  Affect,	
  Physiological	
  Arousal,	
  and	
  Prosocial	
  Behavior:	
  	
  A	
  Meta-­‐
Analytic	
  Review	
  of	
  the	
  Scientific	
  Literature.”	
  	
  American	
  Psychological	
  Society	
  12	
  (2001):	
  353-­‐359.	
  
Lee,	
  Joanne	
  E.	
  and	
  Vessey,	
  Judith	
  A.	
  	
  “Violent	
  Video	
  Games	
  Affecting	
  Our	
  Children.”	
  	
  Pediatric	
  
Nursing.	
  	
  26.6	
  	
  (November/December	
  2000)	
  607-­‐610.	
  
Marjut	
  Wallenius,	
  	
  Raija-­‐Leena	
  Punamäki,	
  	
  Arja	
  Rimpelä.	
  Digital	
  Game	
  Playing	
  and	
  Direct	
  and	
  
Indirect	
  Aggression	
  in	
  Early	
  Adolescence:	
  The	
  Roles	
  of	
  Age,	
  Social	
  Intelligence,	
  and	
  Parent-­‐Child	
  
Communication.	
  Journal	
  of	
  Youth	
  and	
  Adolescence,	
  (2007):	
  36(3),	
  325-­‐336.	
  Retrieved	
  July	
  6,	
  2007,	
  
from	
  Research	
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Calvert,	
  Clay	
  and	
  Robert	
  D.	
  Richards.	
  	
  “Violence	
  and	
  Video	
  Games	
  2006:	
  	
  Legislation	
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Litigation.”	
  Texas	
  Dekanter,	
  Nike.	
  	
  “Gaming	
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  TechTrends	
  49	
  
(2005):	
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Funk,	
  J.	
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  Video	
  games.	
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  Clinics,	
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Hutchison,	
  David.	
  	
  “Video	
  Games	
  and	
  the	
  Pedagogy	
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February	
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Simpson,	
  E.	
  S.	
  Evolution	
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  classroom:	
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  need	
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  about	
  the	
  video	
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generation.	
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  (2005):	
  49(5),	
  17-­‐22.	
  
Agosto,	
  Denise	
  E.	
  “Girls	
  and	
  Gaming:	
  a	
  study	
  of	
  the	
  research	
  with	
  implications	
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  practice.”	
  
Teacher	
  Librarian	
  31.	
  (2004):	
  8-­‐15	
  
Flores,	
  Alfredo.	
  “Using	
  Computer	
  Games	
  and	
  Other	
  Media	
  to	
  Decrease	
  Child	
  Obesity.”	
  Agricultural	
  
Research	
  54.	
  (2006):	
  8-­‐10.	
  
Monastra,	
  V.	
  Clinical	
  applications	
  of	
  electroencephalographic	
  biofeedback.	
  In	
  
Biofeedback:	
  A	
  practitioner’s	
  guide.	
  Schwartz,	
  M.	
  A.	
  &	
  Andrasik,	
  F.	
  (Eds.).	
  2003;438-­‐470.	
  
Hope	
  Lab.	
  Re-­‐Mission™	
  Outcomes	
  Study:	
  A	
  Research	
  Trial	
  of	
  a	
  Video	
  Game	
  Shows	
  
Improvement	
  in	
  Health-­‐Related	
  Outcomes	
  for	
  Young	
  People	
  with	
  Cancer.	
  Retrieved	
  July	
  
14,	
  2007	
  from	
  
http://www.hopelab.org/docs/HopeLab%20-­‐%20Re-­‐Mission%20Outcomes
%20Study.pdf	
  	
  
Axelrod,	
  S.	
  Gordon,	
  Ubel,	
  F.	
  A.	
  Shannon,	
  D.	
  C.,	
  Berger,	
  A.C.	
  Cohen,	
  R.	
  J.	
  Power	
  spectrum	
  
analysis	
  of	
  heart	
  rate	
  fluctuation:	
  a	
  quantitative	
  probe	
  of	
  beat	
  to	
  beat	
  cardiovascular	
  
control.	
  Science,	
  1981;	
  213:	
  220-­‐22.	
  
Task	
  Force	
  of	
  the	
  European	
  Society	
  of	
  Cardiology	
  and	
  the	
  North	
  American	
  Society	
  of	
  
Pacing	
  and	
  Electrophysiology.	
  Standards	
  of	
  measurement,	
  physiological	
  interpretation,	
  
and	
  clinical	
  use.	
  Circulation	
  1996,	
  93(5):	
  1043-­‐1065.	
  
Wilkinson,	
  D.	
  J.	
  C.,	
  Thompson,	
  J.	
  M.,	
  Lambert,	
  G.	
  W.,	
  Jennings,	
  G.	
  L.,	
  Schwarz,	
  R.	
  G.,	
  
Jefferys,	
  D.,	
  Turner,	
  A.	
  G.,	
  and	
  Esler,	
  M.	
  D.	
  Sympathetic	
  activity	
  in	
  patients	
  with	
  panic	
  
disorder	
  at	
  rest,	
  under	
  laboratory	
  mental	
  stress	
  and	
  during	
  panic	
  attacks.	
  Arch	
  Gen	
  
Psychiatry	
  1998,	
  	
  55:	
  511-­‐520	
  
Mussleman,	
  D.	
  L.,	
  Evans,	
  D.	
  L.,	
  and	
  Nemeroff,	
  C.	
  B.	
  The	
  relationship	
  of	
  depression	
  to	
  
cardiovascular	
  disease.	
  Arch	
  Gen	
  Psychiatry	
  1998,	
  55:	
  580-­‐592	
  
Biocom	
  Technologies.	
  HRV	
  Live	
  Measuring	
  and	
  Monitoring	
  System.	
  Retrieved	
  from	
  
www.biocomtech.com	
  July	
  14,	
  2007.	
  
	
  Nexus	
  32	
  Physiological	
  Measuring	
  System.	
  The	
  Stens	
  Corporation.	
  
http://www.stens-­‐biofeedback.com/products/nexus32.htm	
  
Davidson,	
  R.	
  J.	
  EEG	
  measures	
  of	
  cerebral	
  activation:	
  Conceptual	
  and	
  methodological	
  
issues.	
  International	
  Journal	
  of	
  Neuroscience,	
  1988:	
  39,	
  71-­‐89.	
  
Marshall	
  PJ,	
  Fox	
  NA:	
  Emotion	
  regulation,	
  depression,	
  and	
  hemispheric	
  asymmetry,	
  
in	
  Stress,	
  Coping,	
  and	
  Depression.	
  Edited	
  by	
  Johnson	
  SL,	
  Hayes	
  AM.	
  Mahwah,	
  NJ,	
  
Lawrence	
  Erlbaum	
  Associates,	
  2000,	
  pp	
  35-­‐50	
  
Field,	
  T.,	
  Grizzle,	
  N.,	
  Scafidi,	
  F.,	
  Abrams,	
  S.,	
  Richardson,	
  S.,	
  Kuhn,	
  C.,	
  &	
  Schanberg,	
  
S.	
  Massage	
  therapy	
  for	
  infants	
  of	
  depressed	
  mothers.	
  Infant	
  Behavior	
  and	
  
Development,	
  1996:	
  19,	
  107-­‐112.	
  
Field,	
  T.,	
  Grizzle,	
  N.,	
  Scafidi,	
  F.,	
  &	
  Schanberg,	
  S.	
  Massage	
  and	
  relaxation	
  therapies'	
  
effects	
  on	
  depressed	
  adolescent	
  mothers.	
  Adolescence,	
  1996:	
  31,	
  903-­‐911.	
  
Field,	
  T.,	
  Ironson,	
  G.,	
  Scafidi,	
  F.,	
  Nawrocki,	
  T.,	
  Goncalves,	
  A.,	
  Pickens,	
  J.,	
  Fox,	
  N.	
  A.,	
  
Schanberg,	
  S.,	
  &	
  Kuhn,	
  C.	
  Massage	
  therapy	
  reduces	
  anxiety	
  and	
  enhances	
  EEG	
  
patterns	
  of	
  alertness	
  and	
  math	
  computations.	
  International	
  Journal	
  of	
  
Neuroscience,	
  1996:	
  56,	
  197-­‐205.	
  
Fox,	
  N.	
  A.	
  If	
  it's	
  not	
  left,	
  it's	
  right:	
  Electroencephalogram	
  asymmetry	
  and	
  the	
  
development	
  of	
  emotion.	
  American	
  Psychologist,1991:	
  	
  46,	
  863-­‐872.	
  
McNair,	
  D.	
  M.,	
  Lorr,	
  M.	
  &	
  Droppleman,	
  L.	
  F.	
  Profile	
  of	
  mood	
  states.	
  San	
  Diego:	
  
Educational	
  and	
  Testing	
  Industrial	
  Testing	
  Service,	
  1981.	
  	
  
Cohen,	
  S.,	
  Kamarck,	
  T.,	
  Mermelstein,	
  R.	
  A	
  global	
  measure	
  of	
  perceived	
  stress.	
  
Journal	
  of	
  Health	
  and	
  Social	
  Behavior,	
  1983:	
  24,	
  385-­‐396.	
  
Cohen,	
  S.,	
  &	
  Williamson,	
  G.	
  Perceived	
  stress	
  in	
  a	
  probability	
  sample	
  of	
  the	
  United	
  
States.	
  In	
  S.	
  Spacapam	
  &	
  S.	
  Oskamp	
  (Eds.),	
  The	
  social	
  psychology	
  of	
  health:	
  
Claremont	
  Symposium	
  on	
  applied	
  social	
  psychology.	
  Newbury	
  Park,	
  CA:	
  Sage,	
  1988.	
  
	
  
References	
  
 Russoniello,	
  C.	
  V.,	
  Obrien,	
  K.,	
  &	
  Parks,	
  J.	
  M.	
  (2009).	
  	
  EEG,	
  HRV	
  and	
  Psychological	
  
 Correlates	
  While	
  Playing	
  Bejeweled	
  II.	
  Annual	
  Review	
  of	
  CyberTherapy	
  and	
  
 Telemedicine.	
  Wiederhold,	
  B.K.	
  7	
  Riva,	
  G.	
  (Eds.)	
  The	
  Interactive	
  Media	
  Institute	
  
 and	
  IOS	
  Press.	
  Doi:10.3233/978-­‐1-­‐60750-­‐017-­‐9-­‐189	
  


Russoniello,	
  C.	
  V.	
  O’	
  Brien,	
  K.	
  &	
  Parks,	
  J.	
  M.	
  (2009).	
  The	
  effectiveness	
  of	
  
casual	
  video	
  games	
  in	
  improving	
  mood	
  and	
  decreasing	
  stress.	
  Journal	
  of	
  
CyberTherapy	
  and	
  Rehabilitation,	
  2	
  (1),	
  53-­‐66.	
  

Russoniello,	
  C.	
  V.	
  (2008).	
  The	
  effectiveness	
  of	
  prescribed	
  recreation	
  in	
  
reducing	
  biochemical	
  stress	
  and	
  improving	
  mood	
  in	
  alcoholic	
  patients.	
  
	
  American	
  Journal	
  of	
  Recreation	
  Therapy,	
  7(3),	
  1-­‐11.	
  
CONTACT	
  
Carmen	
  V.	
  Russoniello,	
  Ph.D.,	
  Director	
  	
  
Psychophysiology	
  Lab	
  and	
  Biofeedback	
  
                      Clinic	
  
      East	
  Carolina	
  University	
  
       Belk	
  Building	
  Suite	
  2501	
  
           Greenville,	
  NC	
  27858	
  
          russonielloc@ecu.edu	
  
                  252-­‐328-­‐0024	
  
                          	
  
     www.ecu.edu/biofeedback	
  
                          	
  

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Boston gaming presentation

  • 1. Psychophysiology  Lab  and  Biofeedback  Clinic       Carmen  Russoniello,  Ph.D.,  LRT,  LPC,  BCB,  BCN   Matthew  Fish,  M.S.,  LRT,  BCB  
  • 2.       "There  ain't  much  fun  in  medicine,  but  there's  a  heck  of  a  lot  of  medicine  in  fun"      Josh  Billings-­‐Humorist  and  Lecturer  (1808-­‐1885)  
  • 3. Casual Video Games Demonstrate Ability to Relieve Stress, Improve Mood: Potential Clinical Significance Highlighted “This Is Your Brain on a Videogame” “Medicinal use of video games growing” “Just Click the Mouse. Follow the Cursor. You Are Calm. You Feel Good.” “Medicinal use of video games growing After decades of research, medical community's acceptance of video games for therapy growing” Game Industry: “Casual Games fight depression” Games for Health: “Casual Gaming’s Effects on Mood, Stress” WebMD Believe It or Not “Computer “How I Played Games for Science” Games Can Be Healthy”
  • 4. "There  ain’t  much  fun  in  medicine,  but  there’s  a  heck   of  a  lot  of  medicine  in  fun”      Josh  Billings-­‐Humorist  and  Lecturer  (1818-­‐1885)  
  • 5. Previous  Game  Research   Therapies  such  as  board  games,  card   games,  biofeedback,  meditation  and   massage  have  been  useful  in  helping   people  change  brain  and  autonomic   nervous  system  activity  from  areas   associated  with  depression  and  stress   to  areas  associated  with  relaxation  and   alertness  (Russoniello,  1991,  2008).    
  • 6. The  Ini(al  Scien(fic  Inves(ga(on  was   Designed  to  Determine  Whether  Casual   Video  Games  Could  Improve  Mood  and/or   Decrease  Stress  in  a  “Normal”  Popula(on       Results  from  surveys  indicated  that  people  played   PopCap  casual  video  games  because  the  games  reduced   their  stress  and  improved  their  mood.    
  • 7.
  • 8.
  • 9. Method   Data  from  134  participants  (Average  Age=26).     Participants  were  monitored  EEG  and  HRV  equipment   Subjects  played/surfed  the  web  for  20  minutes.  
  • 10. Psychological  Measurement   The  Profile  of  Mood  States  or  POMS  is  a   factor  analytically  derived  inventory  that   measures  six  subscales:  tension,   depression,  anger,  vigor,  fatigue,  and   confusion.  In  addition  it  calculates  a   “Total  Mood  Disturbance”  and  has   established  reliability  on  “Right  Now”   administration.      
  • 11. Total  Mood  Disorder  Changes           Overall  POMS  Changes                    md                  se            df              p       Control  Group(n=31)        2.6                2.4        30        .284           Bookworm  (n=29)                                7.9                  2.5        28          .002     Bejeweled  II  (n=38)                                -­‐11.3                  2.2        37          .000†     Peggle    (n=  36)                                              -­‐14.9              2.3            35          .000††      ††  Significantly  differs  from  control  p=.000.  †Significantly   differs  from  control  p=.009.      
  • 12. Physiological  Measure  of  Mood   Using  Brain  Wave  Measurement   It  is  has  been  shown  that  leC  hemisphere  frontal   alpha  brain  waves  can  be  correlated  with  mood   and  associated  behaviors.       • Increases  in  alpha  power  in  the  leC  hemisphere  is   associated  with  negaDve  affect,  depression  and   avoidance/withdrawal  behaviors.  Conversely,   decreases  in  leC  alpha  power  improves  mood  and   decreases  avoidance/withdrawal  behaviors.  
  • 13. Brain  Waves  and  Mood  (cont.)   • Decreases  in  right  hemisphere  alpha   power  has  been  also  been  associated  with   negative  mood.  Conversely  increases  in   right  alpha  power  improves  mood  and   increases  Approach/Engage  behaviors     • The  ratio  between  right  and  left  brain   alpha  has  been  used  to  measure  emotional   stability/mental  relaxation  (Davidson,1988   and  Marshall  &  Fox,  2000).    
  • 14. Bejeweled  2  Changes  Pre-­‐post       Left  Alpha  Changes      md          se        df      p   Control  Group  (n=22)                    .99          1.5        21          .50   Bejeweled  2  (n=28)                            -­‐3.3            1.3              27        .014†   †Significantly  differs  from  control  p=.032  
  • 15. Peggle  Changes  in  R-­‐Alpha  Pre-­‐post       Right  Alpha  Changes        md          se              df                p     Control  Group  (n=22)          .427        10                21          .996         Peggle  Group  (n=29)                          17.9          9                28          .048        
  • 16. Depression   —  Depression  is  a  serious  medical  illness;  it’s  not   something  that  you  have  made  up  in  your  head.  It’s   more  than  just  feeling  "down  in  the  dumps"  or  "blue"   for  a  few  days.  It’s  feeling  "down"  and  "low"  and   "hopeless"  for  weeks  at  a  time.  (National  Institute  of   Mental  Health,  2010)  
  • 17. Par(cipants   — Participants  were  Adults  (=>18)  that   signed  an  Institutional  Review  Board   approved  informed  consent  agreeing  to   participate  and  met  the  criteria  score   for  inclusion  (PHQ9  score=>5).  
  • 18. Par(cipants   Qualifying  participants  then  completed  the  POMS,   State/Trait  Anxiety  Inventory,  psychological   assessments,  demographic  profile  sheet,  and  the   remaining  components  of  the  Patient  Health   Questionnaire  (PHQ).    The  participants  also  gave  a   small  saliva  sample  for  biochemical  testing.  At  this   point  participants  opened  an  envelope  containing  a   random  assignment  to  the  control  or  experimental   groups.    
  • 19. Experimental  Group   If  the  participant  was  assigned  to  the  experimental   group  they  were  given  a  choice  of  three  popular   casual  video  games  to  play.  Research  has   demonstrated  that  freedom  to  choose  is  an  important   precursor  to  experiencing  the  full  benefits  of   recreation  participation.  The  participant  then  played   the  games  of  their  choice  for  30  minutes  while  being   recorded.  
  • 20. Experimental  Group   —  In  addition  to  the  two  lab  sessions  scheduled  one   month  apart,  the  experimental  group  was  instructed   to  play  the  casual  video  game  of  their  choice  at  home   for  at  least  30  minutes  3x  per  week    (At  least  24  hours   between  sessions)  for  one  month.  Participants  were   asked  to  keep  a  log  of  the  amount  of  time  spent   playing  the  game  during  the  month.  The  average   game  playing  time  for  the  experimental  group  was   minimum  30  max  68  minutes  and  the  mean  40.7   minutes.  
  • 21. Control  Group   —  If  the  person  was  assigned  to  the  control  group  biosensors   were  placed  by  the  researcher  and  baseline   psychophysiological  data  was  recorded  for  6  minutes.   —  The  control  participant  was  then  instructed  to  surf  the   National  Institutes  of  Mental  Health  consumer  web  site  on   depression  for  30  minutes  while  psychophysiology  data   was  being  recorded.     http://www.nimh.nih.gov/health/topics/ depressionindex.shtml    
  • 22. Methods   — All  sessions  were  conducted  in  a  room  with   minimal  distractions    (blank  walls,  no  outside   view,  minimal  noise).  The  researcher   administered  psychological  assessments  and   connected  the  participants  to  physiological   monitoring  equipment  following  the  same   procedure  for  both  groups.    All  participants   sat  in  the  same  chair  in  front  of  the  same   computer.    
  • 23.          RESULTS              PHQ9  Differences  between  Experimental  and  Control  Groups         Time      Mean    Diff                                Std.  Err      Sig       1          -­‐.345                            1.33    .797   2          3.13                            1.36    .024   3          2.85                              1.23    .024   4          3.13                            1.08    .005     PHQ  9  scores  did  not  differ  at  time  1  (the  initial  baseline)    but  did  so  after   time  2  or  post  session  one;  time  3  or  baseline  for  session  two  obtained  1   month  after  initial  data  collection  and  time  4  or  post  second  session.  
  • 24. Changes  in  Clinical  Depression    Pre-­‐Post  Study   (PHQ-­‐9)  Score                                                                          Minimal        Minor        Moderate            Severe        Total     Pre  Study  Control  Count                    12                              9                                  6                                  2                    29                                      Percent              41.4%            31.0%                20.7%              6.9%          100.0%   Post  Study  Control                          Count                    18                              9                                  1                          1                    29                                        Percent              62.1%              31.0%                    3.4%              3.4%          100.0%                                                                          Minimal            Minor        Moderate        Severe      Total   Pre  Study  Experimental        Count                      14                      9                      3                                    4                        30                                          Percent            46.7%              30.0%          10.0%                  13.3%        100.0%   Post  Study  Experimental      Count                    26                      4                      0                              0                      30                                            Percent              86.7%            13.3%              0%                            0%        100.0%            
  • 25. Changes  in  Clinical  Depression  within  CVG  Group   100   80   PERCENT     60   40   20   0   PHQ  post   Minimal   PHQ  pre   Mild   Moderate   Severe   Minimal   Mild   Moderate   Severe   PHQ  pre   42.9   50   7.1   0   PHQ  post   100   0   0   0  
  • 26. Profile  of  Mood  States  (POMS)   —  Overall  mood  during  game  play  was  also  measured.  The   POMS  measures  Psychological  Tension,  Anger,  Depression,   Vigor,  Fatigue  and  Confusion.  Cumulatively,  these  six   aspects  of  mood  are  combined  to  form  “Total  Mood   Disturbance,”  (TMD)   Time      Mean  Diff  Std.  Err    Sig      1              .252                          11.2    .982      2              24.4              7.4    .002      3              24.0            10    .020      4              29.6            7.7                        .000    A  decrease  in  TMD  indicates  a  positive  change  in  mood.  In  terms  of  TMD  during  game  play  the  experimental  group  experienced  a   65%  reduction  in  TMD  and  this  was  significant  from  control  after  each  measure  except  for  the  initial  baseline    
  • 27. Changes  in  POMS  Categories   —  The  following  slides  depict  the  differences  between  the   video  game  group  and  the  six  categories  of  the  POMS.     In  general  there  were  Decreases  in:   —   Tension:  49.6%     —  Anger:  55%   —   Depression:  50%   —   Fatigue:  58%   —   Confusion:  50%   —   and  a  33%  Increase  in  Vigor  
  • 28. Anxiety   — Anxiety  and  fear  are  two  different  emotions   but  are  commonly  regarded  as  the  same.     Fear  is  defined  by  an  obvious  source  of   danger.    However,  with  anxiety,  danger  is   not  typically  specified  clearly,  as  it  can   occur  in  situations  where  danger  is  not   observable  (Butcher,  et  al.,  2007).  
  • 29. Anxiety  Cont’d   —  Anxiety  disorders  develop  when  anxiety  becomes   excessive  or  uncontrollable   —  Common  symptoms   —  Negative  mood   —  Unnecessary  worry   —  Chronic  stress   —  Avoidance  of  specific  situation    
  • 30. Types  of  Anxiety   —   State  anxiety  refers  to  a  transitory  emotional  state   or  condition  that  can  be  characterized  by   subjective,  consciously  apparent  feelings  of   tension  and  apprehension,  and  an  amplified   autonomic  nervous  system.     —  Trait  anxiety  refers  to  an  individual’s  proneness   for  anxiety  and  a  common  tendency  to  respond   with  anxiety  when  confronted  with  a  perceived   threat.  
  • 31. STAI   —  To  determine  if  there  is  any  change  in  participants   anxiety  level  the  STAI  will  be  used  to  measure   changes  in  both  state  (S-­‐Anxiety)  and  trait  (T-­‐ Anxiety)  anxiety.       —  The  STAI  is  a  brief,  self-­‐report  inventory  that   consists  of  20  S-­‐Anxiety  questions  and  20  T-­‐ Anxiety  questions,  for  a  total  of  40  anxiety   questions.  
  • 32.          RESULTS     STAI-­‐S  Differences  between  Experimental  and  Control  Groups         Time    Mean    Diff    Std.  Err    Sig           1          3.28                              2.98    .275   2          8.48                          2.72    .003   3          8.34                            3.06    .009   4          11.64                          2.72    .000       STAI-­‐S  scores  did  not  differ  at  Time  1  (the  initial  baseline).    However,  at   Time  2,  pre  session  1,  and  Time  3,  baseline  for  session  two,  which  was     obtained  1  month  after  the  initial  baseline,  was  statically  significant  as   well  as  Time  4.  
  • 33. STAI-­‐S  Experimental  and  Control  Comparison     45   40   35   Axis  Title   30   25   20   Control  Group   Time  1   Time  2   Experimental  Group   Time  3   Time  4   Time  1   Time  2   Time  3   Time  4   Experimental  Group   38.04   31.59   30.37   28.15   Control  Group   41.32   40.07   38.71   39.79  
  • 34.          RESULTS   STAI-­‐T  Differences  between  Experimental  and  Control  Groups       Time            Mean    Diff            Std.  Err                    Sig     1    3.14      3.22    .333   2    7.86                                3.24      .019       STAI-­‐T  scores  did  not  differ  at  time  1  (the  initial  baseline)    but  did  so  at   time  2  or  baseline  for  session  two  obtained  1  month  after  data  collection.  
  • 35. STAI-­‐T  Experimental  and  Control  Comparison     50   45   Axis  Title   40   35   30   25   Control  Group   20   Experimental  Group   Time  1   Time  2   Time  1   Time  2   Experimental  Group   45.07   38.18   Control  Group   48.21   46.04  
  • 36. Changes  in  Anxiety   —  The  experimental  group  saw  significant   reductions  in  both  state  and  trait  anxiety.     Subjects  in  the  experimental  group  experienced  a   significant  decrease  in  their  state  anxiety  score   between  Time  1  (session  1  baseline)  and  Time  3   (session  2  baseline).    Likewise,  subjects  also   experienced  a  significant  decrease  in  their  trait   anxiety  score  from  Time  1  and  Time  3.  Subjects   within  the  control  group  did  not  experience  any   significant  change  in  their  anxiety  levels.  
  • 37. The  Effectiveness  of  Casual  Video  Games  in  Improving  Cognitive    Performance  in  People  Over  50:  A  Randomized  Controlled   Study    
  • 38. Why  is  it  important?   —  Most  adults  experience  a  decline  in  cognitive   functioning     —  When  this  loss  begins  and  its  intensity  varies  considerably   —  Cognitive  decline  can  also  impact:   —  Episodic  memory  (recall  info  in  linked  format)   —  Perceptual  reasoning  (identifying  objects)   —  Inductive  reasoning  (using  logic  for  decisions)  
  • 39. Speed  of  CogniDve  Processing   —  Area  of  cognition  receiving  most  of  attention  due  to   its  broad  influence  over  various  factors   —  Important  to  specific  operations:   —  Episodic  memory   —  Working  memory   —  Reasoning  abilities   —  Verbal  fluency     —  Also  linked  to:   —  New  learning   —  Everyday  task  performance    
  • 40. Trail  Making  Test   —  The  TMT  is  a  standardized  set  of  five  visual  search   and  sequencing  tasks  that  are  heavily  influenced  by   attention,  concentration,  resistance  to  distraction,   and  cognitive  flexibility  (or  set-­‐shifting).   —   It  is  highly  useful  in  the  evaluation  and  diagnosis  of   brain  injury;  frontal  lobe  deficits;  problems  with   psychomotor  speed,  visual  search  and  sequencing,   and  attention;  and  impairments  in  set-­‐shifting.  
  • 41. Improvement  in  CogniDve   FuncDoning   Trail  Making  Test  A   Control   Experimental   -­‐3.3   Preliminary  Results  indicate  that  playing    casual  video  games  decreases  response  time  to     cognitive  tests  by  12  %  indicating  improvement  in     cognitive  abilities   -­‐12  
  • 42. Improvement  in  CogniDve   FuncDoning   Trail  Making  Test  B   9   Experimental   Control   Playing  casual  video  games  increases  executive    cognitive  functioning    as  indicated  by  an  18%     decrease  in  response    time.    Whereas  the    control  group  increased  their  response  time    by  9%.   -­‐18  
  • 43. CogniDve  Improvement   Both  cogniDve  response  Dme  (the  speed  with   which  a  subject  completes  a  task)  and  execuDve   funcDon  (the  frequency  of  correctly  compleDng   parts  of  the  task)  were  tracked.   Those  parDcipants  that  played  Bejeweled  or   Peggle  for  short  (30  minute)  periods  showed  an   87%  improvement  in  cogniDve  response  Dme  and   a  2.15  Dmes  increase  in  execuDve  funcDoning   when  compared  to  a  control  group.    
  • 44. Improvement  in  CogniDon   These  improvements  in  overall   cognitive  acuity  are  comparable  to   changes  recorded  after  other   types  of  cognitive  interventions   such  as  mindfulness  based   cognitive  therapy  and  cognitive   remediation  therapy.    
  • 45. The  Efficacy  of  a  Biofeedback  Controlled  Video  Game  in   Preven(ng  and  Reducing  Symptoms  of  PTSD  
  • 46.  ANATOMY  of  a  GAMER  
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  • 50. References   Russoniello,  C.  V.,  Obrien,  K.,  &  Parks,  J.  M.  (2009).    EEG,  HRV  and  Psychological   Correlates  While  Playing  Bejeweled  II.  Annual  Review  of  CyberTherapy  and   Telemedicine.  Wiederhold,  B.K.  7  Riva,  G.  (Eds.)  The  Interactive  Media  Institute   and  IOS  Press.  Doi:10.3233/978-­‐1-­‐60750-­‐017-­‐9-­‐189   Russoniello,  C.  V.  O’  Brien,  K.  &  Parks,  J.  M.  (2009).  The  effectiveness  of   casual  video  games  in  improving  mood  and  decreasing  stress.  Journal  of   CyberTherapy  and  Rehabilitation,  2  (1),  53-­‐66.   Russoniello,  C.  V.  (2008).  The  effectiveness  of  prescribed  recreation  in   reducing  biochemical  stress  and  improving  mood  in  alcoholic  patients.    American  Journal  of  Recreation  Therapy,  7(3),  1-­‐11.  
  • 51. CONTACT   Carmen  V.  Russoniello,  Ph.D.,  Director     Psychophysiology  Lab  and  Biofeedback   Clinic   East  Carolina  University   Belk  Building  Suite  2501   Greenville,  NC  27858   russonielloc@ecu.edu   252-­‐328-­‐0024     www.ecu.edu/biofeedback