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Xcpuscalar 2 85 Serial Podcast

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  1. Xcpuscalar 2 85 Serial Podcast Youtube

Xcpuscalar 2 85 Serial Podcast Youtube

Full text of ' Editorial Gaming Can Heal IN SEPTEMBER 2005, a news item appeared on the Net about a study conducted by Dr Bryan Rauden- bush of the Wheeling Jesuit University in the US, indicating that video games can be used effectively to distract from pain, if not actually relieve it. Rau- denbush's study, called Effects of Video Game Play on Pain Threshold and Tolerance, examined the psycho- logical effect of games on pain sufferers. Six genres of games— action, puzzle, arcade, fighting, sport, and boxing— were used in the study, where participants played games of each type for five minutes for prac- tice, then a longer session for 10 minutes. Rauden- bush concluded that playing games increased players' pulses, as well as their tolerance for pain. Some of us might have read that news bit and rub- bished it as yet another piece of quirky research— by, possibly, a gaming evangelist— or even as an industry- sponsored study determined to project the positive effects of gaming. So much has been written about the ill-effects— the negative psychological and physiolog- ical impact of games — on kids, that we look with sus- picion upon any positive news on this front. But it turns out that a piece of news from Reuters corroborates Dr Raudenbush's study.

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It highlights the use of video games to help sick children manage pain and anxiety during hospital stays. Nine-year-old Ethan Myers was declared brain dead as a result of a car acci- dent in 2002. Doctors had said at the time that Ethan would never again eat on his own, walk or talk. Now, due to neuro-feedback training on the Cyber- Learning Technology LLC system, often used to play car racing video games, Myers has caught up with his peers in school, and can even read out a speech to a large group of students. He has also re-learnt to walk, and his memory now allows him to remember peoples' names. More importantly, Myers can now also fully open his right hand, which paralysis had curled closed. 'In the last year, we've seen the Ethan we knew before the acci- dent,' says Howard Myers, the teenager's happy father.

CyberLearning's SMART BrainGames system, which was used by Myers, targets symptoms arising from brain injuries, attention-deficit hyperactivity disorder (ADHD) and learning disabilities. Neuro-feedback treatment has been around for decades, but its use of video games is a new develop- ment that tries to capitalise on the younger genera- tion's fascination with animation and electronics to sweeten often frightening, lengthy and tedious med- ical treatments. Some schools in the US are even using Deepak Ajwani Associate Editor 'A study highlights the use of video games to help sick children manage pain and anxiety during hospital stays' video games to combat obesity and have made it part of their curriculum. All this research, I'm sure, has brought cheer to gaming enthusiasts— and also the gaming industry. Young gamers will now cite this research to their par- ents and justify their never-ending gaming sessions and the endless hours spent in front of the computer or gaming consoles. Sceptics, however, still question the efficacy and cost rationale behind this treatment. Despite the demonstrated benefits of neuro-feedback, paediatrics demand better-designed studies to help par- ents of children with ADHD make informed decisions.

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It all does seem intuitive, though. Laughter is the best medicine because it's a stress buster— it's a momen- tary burst of release, so to speak. The gaming experi- ence is similar: it's a brief period of escapism, of total release from the shackles of the world; it's 're-creation' in the true sense.

And that is, naturally, good for you.