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Biomedical Analysis of Social Media/Video Games Addiction and Gamification of Neurocognitive Therapy for Rehabilitation

Biomedical Analysis of Social Media/Video Games Addiction and Gamification of Neurocognitive Therapy for Rehabilitation
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Author(s): Venugopal D. (KPR Institute of Engineering and Technology, India), Kalirajan K. (KPR Institute of Engineering and Technology, India) and Seethalakshmi V. (KPR Institute of Engineering and Technology, India)
Copyright: 2021
Pages: 12
Source title: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Source Author(s)/Editor(s): Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal) and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
DOI: 10.4018/978-1-7998-7472-0.ch007

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Abstract

In recent years, laptops and smart phones have become unavoidable, and the restriction in usage of these devices is impracticable. Starting from children to aged persons, many people spend their waiting time, travel time in this nicely, but the issue arises due to their influence in the golden working hours. It leads to waste of time, energy, and some of these practices may lead to addiction. Hence, a techno-cognitive approach of the biomedical analysis of brain can be done through electroencephalography (EEG) and functional magnetic resonance imaging (fMRI). After investigations, a strategy is to be implemented to explore the dynamics of therapy on reducing the addiction. But it is not a simple task of making the addicted persons practice yoga or meditation routinely. It can be made possible through gamification of these practices. This chapter focuses the pre and post recording of the addicted person's brain activity to analyze and measure the improvement after the treatment via gamification strategy. After certain duration, the outcome is addiction removal.

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