• español
    • English
View Item 
  •   DSpace Home
  • Artículos científicos y Patentes
  • Artículos Científicos
  • Chorrillos
  • Facultad de Ingeniería
  • Ingeniería de Sistemas Computacionales
  • Artículos científicos
  • View Item
  •   DSpace Home
  • Artículos científicos y Patentes
  • Artículos Científicos
  • Chorrillos
  • Facultad de Ingeniería
  • Ingeniería de Sistemas Computacionales
  • Artículos científicos
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

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

Thumbnail
Date
2023-04-04
Author(s)
Auccahuasi, Wilver
Herrera, Lucas
Leva, Antenor
Urbano, Kitty
Flores, Edward
Cuba, Ena
Bernardo, Madelaine
Santos, César
Rojas, Karin
Bejarano, Patricia
Arroyo, Sergio
Metadata
Show full item record
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.
Mostrar más
URI
https://hdl.handle.net/11537/34647
Bibliographic citation
Auccahuasi, W., Herrera, L., Leva, A., Urbano, K., Flores, E., Cuba, E., Bernardo, M., Santos, C., Rojas, K., Bejarano, P., & Arroyo, S. (2023). Methodology for the recording and analysis of heart rate and oxygen saturation in adolescents, when they are playing video games. AIP Conference Proceedings, 2725(1), 020015. https://doi.org/10.1063/5.0125504
Note
El texto completo de este trabajo no está disponible en el Repositorio Académico UPN por restricciones de la casa editorial donde ha sido publicado.
Subject
Chemical elements
Heart rate
Oxygen saturation
Adolescents
Video games
Collections
  • Artículos científicos [25]

Related items

Showing items related by title, author, creator and subject.

  • Thumbnail

    Methodological proposal for the ambulatory detection of covid-19 symptoms, using low-cost devices 

    Auccahuasi, Wilver; Linares, Oscar; Benites, Nicanor; Diaz, Mónica; Bernardo, Grisi; Fuentes, Alfonso; Perez, Iván; Sernaque, Fernando; Flores, Edward (PalArch Foundation, 2020-11-30)
    Acceso abierto
    ABSTRACT The pandemic caused by COVID-19, allowed to know at many levels, the situation of hospitals and its impact on the services they provide to the population. At the times with the highest rate of infections, health ...
  • Thumbnail

    Uso de videojuegos y conducta agresiva en estudiantes de secundaria de la Institución Educativa Fe y Alegría N°2 de San Martín de Porres 

    Quezada Pacherre, Alexandra Belissa (Universidad Privada del Norte, 2019-12-31)
    Acceso abierto
    Se realizó esta investigación con el objetivo de determinar la relación entre el uso de videojuegos y conductas agresivas en estudiantes entre 12 a 19 años de sexo femenino y masculino de la Institución Educativa Fe y ...
  • Thumbnail

    Influencia de los gráficos 3D del juego en la retención de jugadores en un videojuego desarrollado con Unreal Engine 

    Salas Laza, Luis Angel (Universidad Privada del Norte, 2023-11-11)
    Acceso abierto
    Este trabajo de investigación busca determinar la influencia de los gráficos 3d del juego en la retención de jugadores en un videojuego desarrollado con Unreal Engine. Se centra en el papel fundamental de los gráficos 3D ...

Contacto:  [email protected]

  • Estadísticas
  • English 
    • español
    • English
  • Login

Todos los derechos reservados.
 

 

Documentos
Política del Repositorio Institucional UPNProtocolo para el depósito de datos y publicaciones de investigaciones científicas en el Repositorio Institucional

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsAdvisorsTitlesSubjectsVenuesTypes of researchThis CollectionBy Issue DateAuthorsAdvisorsTitlesSubjectsVenuesTypes of research

Contacto:  [email protected]

  • Estadísticas
  • English 
    • español
    • English
  • Login

Todos los derechos reservados.