Stress assessment when playing three-dimensional video games and development of teaching materials for game literacy education
Project/Area Number |
26350346
|
Research Category |
Grant-in-Aid for Scientific Research (C)
|
Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Educational technology
|
Research Institution | Kogakkan University |
Principal Investigator |
|
Project Period (FY) |
2014-04-01 – 2017-03-31
|
Project Status |
Completed (Fiscal Year 2016)
|
Budget Amount *help |
¥5,070,000 (Direct Cost: ¥3,900,000、Indirect Cost: ¥1,170,000)
Fiscal Year 2016: ¥390,000 (Direct Cost: ¥300,000、Indirect Cost: ¥90,000)
Fiscal Year 2015: ¥390,000 (Direct Cost: ¥300,000、Indirect Cost: ¥90,000)
Fiscal Year 2014: ¥4,290,000 (Direct Cost: ¥3,300,000、Indirect Cost: ¥990,000)
|
Keywords | 教育工学 / ビデオゲーム / ゲームリテラシー / ストレス / 教材 |
Outline of Final Research Achievements |
This study examined stress assessment when playing three-dimensional video games by using a simple electroencephalograph. Moreover, development of teaching materials for game literacy education introducing effects of video game stress was investigated. Results suggested that mean relative value of brain waves (beta/alpha) could be considered an index of stress. Regarding game literacy education, it would be necessary to consider the mental and physical effects of video games such as on eyesight, and children’s sociability including play. Furthermore, the need for developing rules on time allocated for playing video is was suggested.
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Report
(4 results)
Research Products
(4 results)