Physiology Response with Different Type of Digital Game Among Typical Children


Muhammad Yusof Halimi,Nur Zakiah Mohd Saat,Sazlina Kamaralzaman,Siti Aishah Hanawi,



Physiological response,Digital games,Strategy,Action,Typical Children,


Previous studies found that different types of game had different effects on the subjects especially on learning, academic performance, emotion, health, and behavior. Many studies used games as a tool in therapy treatment and rehabilitation. This study aims to determine the effects of two types of game by examining physiological responses. This cross-sectional study involved 32 typical children. The types of game that were used were Cut The Rope and Sonic Dash representing strategy and action genres respectively. Powerlab 4/26T and a digital sphygmomanometer were used to measure physiological signals such as heart (HR), breathing (BR) and pulse rates and blood pressure. All of the psychophysiological readings were measured before and after playing the strategy and action games. The study involved 59% boys and 41% girls. Based on the age categorization, 59% were children aged 10-12 years old and 41% were 7-9 years old. There was a mean difference in the pre- and post-gameplay diastolic blood pressure for action games (p<0.05). Furthermore, there was a mean difference in the pre- and post-gameplay systolic and diastolic readings for the two types of game (F= 7.133, p=0.01). All of the physiological readings were within the normal range. In conclusion, this study suggests that playing these types of game may be used as a therapeutic tool in cognitive rehabilitation.


I. Arsad, N., Shaari, S., Bakar, A. A. A., & Rahman, M. (2015). Active learning
in fiber optic course using applied education game. Jurnal Teknologi, 74(3),
II. Anderson, C. A. (2004). An update on the effects of playing violent video
games. Journal of Adolescence, 27(1), 113– 122.
III. Anderson, C. A., & Bushman, B. J. (2001). 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. Psychological Science, 12(5), 353.
IV. Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts,
feelings and behavior in the laboratory and in life. Journal of Personality and
Social Psychology, 78, 772–790.
V. Azli, M. N., Azan, M. N., & Bahri, C. S. (2008, August). Digital gamesbased
learning for children. In Information Technology, 2008. ITSim 2008.
International Symposium on (Vol. 1, pp. 1-6). IEEE.
VI. Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F.,
Trombini, E., & Rossi, N. (2004). Aggressive and non‐violent videogames:
short‐term psychological and cardiovascular effects on habitual
players. Stress and Health: Journal of the International Society for the
Investigation of Stress, 20(4), 203-208.
VII. Ballard, M. E., & West, J. R. (1996). The effects of violent videogame play
on males’ hostility and cardiovascular responding. Journal of Applied Social
Psychology, 26, 717–730
VIII. Biddiss, E., & Irwin, J. (2010). Active video games to promote physical
activity in children and youth: a systematic review. Archives of pediatrics &
adolescent medicine, 164(7), 664-672.
IX. Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression:
Review of the literature. Journal of adolescent health, 29(4), 244-257.
X. Ferguson, C. J., & Olson, C. K. (2014). Video game violence use among
“vulnerable” populations: The impact of violent games on delinquency and
bullying among children with clinically elevated depression or attention
deficit symptoms. Journal of youth and adolescence, 43(1), 127-136.
XI. Funk, J.B., Buchman, D.D., Jenks, J., & Bechtoldt, H. 2003. Playing violent
video games, desensitization, and moral
XII. evaluation in children. Applied Develpmental Psychology 24 : 413-436
XIII. Gaggioli, A., Gorini, A., & Riva, G. (2007, September). Prospects for the use
of multiplayer online games in psychological rehabilitation. In Virtual
Rehabilitation, 2007 (pp. 131-137). IEEE.
XIV. Hébert, S., Béland, R., Dionne-Fournelle, O., Crête, M., & Lupien, S. J.
(2005). Physiological stress response to video-game playing: the contribution
of built-in music. Life sciences, 76(20), 2371-2380.
XV. Ivarsson, M., Anderson, M., Åkerstedt, T., & Lindblad, F. (2013). The effect
of violent and nonviolent video games on heart rate variability, sleep, and
emotions in adolescents with different violent gaming habits. Psychosomatic
medicine, 75(4), 390-396.

XVI. Lynch, P. (1994). Type A behaviour, hostility, and cardiovascular function at
rest after playing video games in teenagers. Psychosomatic Medicine, 56,
XVII. Matthews, K. A., Salomon, K., Brady, S. S., & Allen, M. T. (2003).
Cardiovascular reactivity to stress predicts future blood pressure in
adolescence. Psychosomatic medicine, 65(3), 410-415.
XVIII. Maziah, M., Saemah, R., & Nooraziah, J. (2015). Child-friendly Approches:
Choosing the Best Educational Psychology Tool to Teach Healthy Behaviour
for kids. Procedia-Social and Behavioral Sciences, 191, 435-441.
XIX. Md Zin NS, Saat NZM, Kamaralzaman S. (2017) The Physiological Effects
of Ipad Digital Games on Autism Children . Asian Journal of Pharmacy
Nursing and Medical Science 5(2):49-54
XX. Mohamed, H., & Jaafar, A. (2010, June). Challenges in the evaluation of
educational computer games. In Information Technology (ITSim), 2010
International Symposium in (Vol. 1, pp. 1-6). IEEE.
XXI. Osman, K., & Bakar, N. A. (2012). Educational computer games for
Malaysian classrooms: Issues and challenges. Asian Social Science, 8(11),
XXII. Panee, C. D., & Ballard, M. E. (2002). High Versus Low Aggressive Priming
During Video‐Game Training: Effects on Violent Action During Game Play,
Hostility, Heart Rate, and Blood Pressure 1. Journal of Applied Social
Psychology, 32(12), 2458-2474.
XXIII. Paez, S., Maloney, A., Kelsey, K., Wiesen, C., & Rosenberg, A. (2009).
Parental and environmental factors associated with physical activity among
children participating in an active video game. Pediatric Physical
Therapy, 21(3), 245-253.
XXIV. Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online
games as educational tools: Facing new challenges in learning. Computers &
Education, 54(2), 498-505.
XXV. 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 & Rehabilitation, 2(1), 53-66.
XXVI. Saat NZM, Sazlina Kamaralzaman, Nurul Asyiqah Aspen, Nina Atiqah Mat
Supri, Nur Rafidah Mohamed.2014.
XXVII. The Association between Physiopsychological Effects and the Types of
Games among University Students.
XXVIII. Asian Journal of Applied Sciences 2(3):393-400
XXIX. Shapi’i, A., Zin, M., Azan, N., & Elaklouk, A. M. (2015). A game system for
cognitive rehabilitation. BioMed research international, 2015.
XXX. Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a
story: How story impacts emotional, motivational, and physiological
responses to first-person shooter video games. Human communication
research, 30(3), 361-375.
XXXI. Squire, K. D. (2008). Video games and education: Designing learning
systems for an interactive age. Educational Technology, 17-26.
XXXII. Smallwood, S. R., Morris, M. M., Fallows, S. J., & Buckley, J. P. (2012).
Physiologic responses and energy expenditure of kinect active video game play in schoolchildren. Archives of pediatrics & adolescent
medicine, 166(11), 1005-1009.
XXXIII. Wang, X., & Perry, A. C. (2006). Metabolic and physiologic responses to
video game play in 7-to 10-year-old boys. Archives of Pediatrics &
adolescent medicine, 160(4), 411-415.
XXXIV. Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens:
Digital games for developing students’ problem solving and learning
motivation. Computers & Education, 59(2), 365-377.
XXXV. Zaki, N. A. A., Wook, T. S. M. T., & Ahmad, K. (2016, November). Towards
developing a therapeutic serious game design model for stimulating cognitive
abilities: A case for children with speech and language delay. In International
Conference on Computational Intelligence in Information System (pp. 259-
269). Springer, Cham.

View | Download