Effects of Maturity-Rated Video Games on Heart Rate
In today’s fast paced environment in which we live, it is wise to maintain proper health through exercise, diet, and sleep. Often time that is easier said than done. A healthy heart is paramount to our existence, as it is the organ that pumps blood through the body via the circulatory system, supplying oxygen and nutrients to the tissues and removing carbon dioxide and other wastes. Personally, I take great interest in the health of my heart because it needs regular monitoring on a weekly basis. I am prescribed medications by my physician for a variety of reasons, and these medications must be in balance with my height, weight, and heart rate. In fact, I must meet with my physician monthly.
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For the normal human being, between 60 and 100 beats per minute is normal (“Know”). Above 100 is considered a rapid pulse, called tachycardia; an unusually slow resting heart rate is called bradycardia (“Know”). Resting heart rate varies from person to person and over the course of the day, due to genetics and other factors including stress, anxiety, having a fever, hormones, medication, and certainly how physically active an individual is in a day. When it comes to a resting heart rate, the lower the better. A higher resting heart rate is linked with lower physical fitness, higher blood pressure, and higher body weight (“Know your target heart rates”). I enjoy playing video games because they are entertaining, challenging, and stimulating. Video gaming increases heart rate but doesn’t necessarily mean that exercise is occurring. A balance needs to be maintained between gaming and exercise because too much gaming can lead to a sedentary …show more content…
Before gameplay began, the subject consistently strapped on the heart rate monitor, moistened the electrodes, and positioned the monitor over the heart. The gaming system was readied, and the resting heart rate was taken and recorded. The timer was set for the duration of the experiment and play began. On four occasions an interested party joined the room to observe and they were recorded as witnesses. There was encouraging conversation exchanged during these times. On four occasions, the test subject solicited a peer for either on-line play and in-person play. Online play is a state of connectivity in which the players are located at different locations. Here, the test subject was situated in his regular location, while his peer with whom he played was at his home. They joined a gaming room via Internet connectivity, and spoke via their phones with speaker activation as if they were in the room together. In this experiment they played Super Smash Bros., which they had been playing together for years, sometimes for multiple hours with breaks for lunch. The experiment was conducted during the day and evening hours, after the day’s activities were completed. On seven occasions the principal test subject played games on his own. The resting heart rate of the principal test subject was on average 10-15 points higher than the other participants and was classified as having tachycardia. The
A Modest Proposal was a satirical essay written by Jonathan Swift depicting the horrific conditions of Ireland and the lives of the Irish people in 1729. Swift writes the satire disguised as a social planner of the time who as Swift satirizes were known to be overly rational rather than compassionate. The author portrays and attacks the cruel and unjust oppression of Ireland by its oppressor, the mighty English and ridicules the Irish people at the same time. However, Swift's opposition is indirectly presented. Jonathan Swift is able to do so by using the persona, irony, and wit in order to expose the remarkable corruption and degradation of the Irish people, and at the same time present them with practicable solutions to their economic
Introduction: Heart rate is the measure of beats the heart pumps per minute. A resting heart rate for a normal healthy individual is between 60-100. If the resting heart rate is above 100 it could be a result of Tachycardia and if it is below 60 it could be a result of Bradycardia. Heart rate can fluctuate due to over all health, whether you active or sedentary, or through certain substances we put in our bodies.
The pulse value of a normal healthy adults will range from 60 to 100 beats per minute. When the adult exercise, get injured and affected by emotions then the pulse rate will fluctuate and get increased. Athletes, such as runners when running their heart rate ranges in 40 beats per minute due to cardiovascular
Heart failure is a complex condition that requires multidisciplinary collaboration to assist with symptom management. Heart failure patients need to modify their lifestyles for example, limiting sodium intake, weighing daily and calling the primary care provider with a 2-3 pounds weight
This experiment was performed to answer the question “How do video games effect heart rate?” Many people play video games today, and it helps to know what is happening to your body as you play the games. Though it may depend on the type of video games and the age of the person, the results can be somewhat similar with horror games, adventure games, and action games.
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
Congestive heart failure is a chronic disease that requires daily monitoring and life style management. Affecting the elderly, and their family the adjustment is a challenge. Daily life skills include the monitoring of daily weights, intake and output, and a low sodium diet. The person with congestive heart failure is generally admitted to the hospital for medication adjustments when their symptoms increase. The patient is often times short of breath, with a decrease in energy and an increase in their weight. The patients are generally elderly 60-65 years of age or older, and when comparing African Americans to Caucasians the African Americans have a 1.5 greater chance of developing heart failure ("Heart Failure," 2017). The
Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing World of Warcraft for 24 hours straight, he passed out because he started experiencing social withdrawal, the kid was lacking contact with other humans, and his body’s response to the problem was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a week playing video games, she eventually “dropped out of school, stopped exercising, and even stopped bathing” (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept playing video games because she was addicted to the game. When people are addicted to a game, there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence of playing violent video games, many teen gamers struggle with real world relationships, this is because they form close virtual relationships with people they meet online. A man in Wisconsin has formed a tremendously close relationship with a group of guys he plays online with, he discusses politics with them and they send each other Christmas gifts even though they do not know each other (Marcovitz 70-72). Video games can also affect the players mental and their physiological state.
Age ratings of video games are used in the United States to examine inappropriate content from those considered “too young” to view it. There are many details of a video games content is taken into a consideration when rating it. Such as levels of violence, occurrence of vulgar/perlative, and fleshly images and situations. The Entertainment Software Rating Board (ESRB) is a self -regulatory organization that assigns age, content ratings, enforces industry-adopted advertising guidelines and ensures responsible online privacy principles for the computer. The age ratings on video games are to protect defenseless parties who could misunderstand some details of a video game, even giving the community the tools to make an informed decision on their
In the year 1972, something happened that would forever change the world of home entertainment and personal enjoyment. The first video game to break through the confines of reality, was a game called Pong. From Pong, to Call of Duty, people come a long way in the world of video games. However, some games have struck up controversy with their gratuitous violence and their questionable motives. It has become so controversial, that it has been taken up and noticed by our own government. So, what’s the problem with violent video games, and how can the next generation be protected, so that they will not get influenced by these games in real life?
First goal: Patient will verbalize understanding of the importance of follow her heart medication regime as doctor prescribed it and describe the possible consequence of a non-compliance with her treatment by the end of her today’s appointment.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.
Gaming, the growing titan of the media industry, has affected almost everyone in some way, even if they do not play games themselves. Everyone knows at least one person that plays games, and whether they play them on a computer, a console, or a mobile device, their gaming has most likely affected their relationships and health in some way. They could cancel events with friends using the excuse that their World of Warcraft raiding guild won’t wait for their real life, or they may suddenly shave off a lot of belly fat, and credit their excessive play of Wii Sports Club for their rapid boost in physical health. The two games mentioned prior, one being a massively multiplayer online roleplaying game (MMORPG) and the other being a fitness game, are completely different, and thus, effect the people that play them in different ways. On top of that, the differences between these two games are just an insanely small snapshot of the variety of games. Just like works of literature, there are several different genres that define games such as: platformer, simulation, education games, and many more. This variety of genres attracts many diverse groups of people, and this allows gaming to effect large groups of people in a multitude of ways. At face value, it may just seem like a form of entertainment, but this power that video games have over significant portions of the masses allow them to change how people interact with themselves and others. There are several positive mental and
Are there people who have never played video games at least once in their adolescence? You might recall some happy memories of playing video games with your best friends or that your parents punished you because you spent a lot of time playing video games. Most school teachers and parents are apt to think that playing video games in adolescence might only have negative impacts on adolescents. Playing video games is considered one of the top obstacles to academic performance and maintaining attention spans. Although these facts are partially true, there are positive effects of playing video games in some ways such as entertainment, development of social interaction and movement skills. This essay will cover the positive and negative effects of playing video games on adolescents’ physical, psychological/social aspects. In these divisions, I will discuss about the relationship between playing video games and the level of physical activity which is related to obese, aggressive behavior which is related to violence, social interaction and comfort effect of video games. Also, I will consider the significance of this issue.