2 129 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Gheller et al. 2019** Canada Boys with overweight or obesity 22 100 11.90 (1.60) 9-14 years 1. Video game playing, Angry Birds. 2. Nonscreen resting control condition; engaged in conversation with other participants and research volunteers. 1-2. Thirty minutes. Baseline, 15 and 30 min. before and immediately after lunch. Note: procedure included a standardized breakfast, glucose or control preload, video game playing or nonscreen resting control, and an ad libitum pizza lunch. Subjective emotions (aggression, anger, excitement, disappointment, happiness, upset, frustration), subjective appetite, thirst, food intake, water intake, pleasantness of the test meal, sweetness and pleasantness of the preload, enjoyment of video game playing. Frustration was the only emotion that increased following video game play. Goodie & Larkin, 2001 USA Healthy males 46*b 100 22.44 (4.57) NA 1. Heartrate feedback training group, while playing the SnoCat videogame (applied game). 2. Control group, not receiving heartrate feedback while playing the SnoCat videogame (casual game). 1-2. Five 6-minutes training blocks with a 1-minute rest period between each block. Pre and post. Heartrate, blood pressure, hemodynamic parameters (stroke volume, cardiac output, total peripheral resistance), both in response to a mental arithmetic task and to the video game; game playing performance. At post training, the feedback training group showed lower heart rate, systolic blood pressure, stroke volume and total peripheral resistance responses to the videogame compared to the control group. There was no evidence that the acquired skills generalised to the mental arithmetic task.
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