Vigor is the only positive variable reflected in the POMS and represents a state of increased mental energy. Bejeweled 2 increased vigor by an average of 210% among subjects who played that game. Bookworm (10%) and Peggle (24%) had modest affects on subjects' vigor levels. Among players of Bejeweled 2, females accounted for 59% of the overall increase in vigor.
Peggle had the most significant impact on fatigue, reducing it by an average of 61% among subjects who played that game. Bejeweled 2 (49%) and Bookworm Adventures (33%) also reduced fatigue. Peggle was nearly equally effective at reducing fatigue among male (52%) and female (48%) subjects.
Compared to the control group surfing the Web for articles (which
collectively experienced a modest decrease in confusion), all three games
reduced confusion dramatically, suggesting that the rules, objectives and
input controls for the game were very clearly understood by the subjects.
Subjects playing Peggle saw confusion drop by an average of 486%, while
those playing Bookworm Adventures (462%) and Bejeweled 2 (426%) also
experienced sizable reductions in confusion. "These findings are especially
intriguing as they present the possibility that casual games may be useful
in ameliorating conditions such as attention deficit disorder, memory loss
and general confusion attribu
|SOURCE East Carolina University|
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