INVESTIGATING HEART RATE DIFFERENCE WHEN PLAYING MARIO KART™ 8 DELUXE
A COMPARATIVE ANALYSIS BETWEEN MIDDLE AND HIGH SCHOOL STUDENTS
Galia Curry
Windsor School
AP Biology | AP Psychology | Physics 11/12
Ms. Michele Sprague | Ms. Juliana Crotta-Cox | Ms. Janet Wedgewood
March 8, 2024
Abstract
This research was a quantitative experiment to investigate the heart rate difference when playing Mario Kart™ 8 Deluxe: A comparative analysis between middle and high school students. The experiment involved the recruitment of 16 middle school students and 16 high school students over a two-week period. Four participants were scheduled each day, and they played a total of six races Resting heart rate was measured before commencement, followed by recording the heart rate after each race. The percentage change in heart rate was measured, and the average was employed to generate error bars in a standard deviation table. These findings have led to the acceptance of the alternative hypothesis, affirming the statistical significance of the observed factors The null hypothesis, which posited no statistically significant between middle and high school students, was rejected.
Introduction 05 Table of Contents Data Analysis and Conclusion 17 Hypothesis and Variables 06 Improvements and References 18 Methodology 07 Acknowledgments 20 Results 09 C O N T E N T S
Introduction
In the realm of interactive entertainment, video games have transcended traditional boundaries, providing not only a source of leisure but a platform for exploring the relationship between physiological responses and cognitive performance. This research delves into the world of Mario Kart™ 8 Deluxe, a popular multiplayer racing game, to unravel the captivating connection between heart rate and gaming skillfulness. As players engage in high-stakes races and competitive battles, their cardiovascular systems undergo dynamic alterations that may play a pivotal role in shaping their gaming experiences This investigation aims to explore the positive impact of heart rate on the gameplay performance of middle and high school students engaged in multiplayer sessions. It includes an analysis to determine if there is a statistically significant relationship between these two factors
In the forthcoming academic year, I will be pursuing game design at my esteemed university. I decided to hone in on my interest by selecting a symposium topic in this field. Through gathering participants and conducting this experiment has only fueled this passion I found great satisfaction in observing the participants engage in the game, sparking curiosity about how crafting my own game would evoke a similar experience. The passion, friendly competition, and motivation among others are truly impressive to perceive.
Adrenal Glands
The adrenal glands are a pair of small, triangular-shaped endocrine glands located on top of each kidney These glands play a crucial role in the endocrine system, producing and releasing hormones essential for various bodily functions. Adrenaline, also known as epinephrine, is a hormone produced and released by the adrenal medulla, which is the inner part of the adrenal glands. Adrenaline is part of the sympathetic nervous system response, which activates our flight-or-flight system Thus, adrenaline cause an increase in systolic blood pressure, a decrease in diastolic blood pressure, and an increase in heart rate (Struther et al, n.d.).
Heart Rate
Heart rate refers to the number of times the heart beats per minute, and is directly related to the workload on the heart The average heart rate for children can vary based on factors such as age, physical activity, and overall health. In general, the resting heart rate tends to decrease as children grow older. When the body is resting (i.e. lying down in a quiet area for at least five minutes), the resting heart rate is measured. The typical resting heart rate for adolescents falls within the range of 60 to 100 beats per minute (bpm) Heart rate can be controlled by two branches of the nervous system: the sympathetic nervous system (SNS) and the parasympathetic nervous system (PNS). The sympathetic nervous system releases the hormones (catecholamines - epinephrine and norepinephrine) to accelerate the heart rate The parasympathetic nervous system releases the hormone acetylcholine to slow the heart rate (Sports Medicine, n d ) Our environment plays a crucial role in eliciting competitive responses that can trigger an increase in heart rate. As individuals become more emotionally engaged in the competition, their bodies prepare for action. The mental engagement demanded in competitive situations, involving strategic thinking, decision-making, and quick reactions, also contributes to this effect.
Mario Kart™ 8 Deluxe
Mario Kart™ 8 Deluxe, developed by Nintendo for the Nintendo Switch console, is a popular and exhilarating multiplayer racing game The title features a diverse selection of characters from the iconic Mario franchise, each equipped with unique karts and abilities. With 96 varieties of imaginative and visually stunning tracks inspired by the Mario universe, players can engage in thrilling races across vibrant and dynamic landscapes
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Hypothesis | State problem
{1} Why does our heart rate change more dramatically as we age?
{2} How does our heart rate engage in competitive game play?
Younger children typically have a higher percent heart rate change than older children. Since this is typically the case, I predict that the middle schoolers will have a higher percent heart rate change than the high schoolers and there will be a statistical significance
Null Hypothesis
There will be no statistically significant in the percentage heart rate change between middle and high schoolage students.
Variable Identifications
Independent Variable - The 6 tracks
Dependent Variable - Resting heart rate measured before starting, and percentage heart rate change recorded after each race.
Controlled Variables - The time of day during lunchtime (12:15 - 1:15) Playing the identical game, Mario Kart™ 8, same set of tracks, type of wristwatch.
Experimental Groups - The group of participants actively engaging in playing Mario Kart™ 8 and having their heart rate measured (4 participants)
Control Group - The group of participants who are watching but not actively playing.
Materials
Smart Watches [4]
Nintendo Switch Equipment
Joy-cons [4]
Nintendo Switch Dock
HDMI Cord
Nintendo Switch Console
Nintendo Switch AC Adapter
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Figure 1
Complete set up in designated room
Zachary K , Leslye C , Paloma R , Jake Y
Figure 3 Participants receiving their reward (L) to (R)
James F , Daliyah C , Chase M , Cooper Y Curry
Figure 2 Participants engaged in gameplay (L) to (R)
Methodology
Quantitative research is a type of research that assumes that the phenomena under study can be measured and involves methods that gather data using measurement (numerical data) Analysis data by using quantitative statistical analysis techniques (Kripa et al., 2023). Experimental Design refers to the systematic approach and structure employed in conducting scientific experiments to investigate cause-and-effect relationships between variables (Cornell & Drew, 2024) This experiment integrates both elements, thereby constituting a Quantitative Experimental Design.
Sampling Technique
Cluster sampling, groups rather than individual units of the target population are selected at random for the sample. These might be pre-existing groups, such as students belonging to an academic year (Webster, n.d). Cluster sampling facilitated the determination of the specific demographic groups for sampling purposes. The selected groups for the study comprised middle and high school students To encourage participant involvement in the research, I strategically distributed posters throughout the school premises and informational announcements, detailing a research competition (See Figure 4). This serves as self-selection bias as individuals are allowed to choose whether they want to participate in this research study Middle school students were designated for participation on Mondays and Tuesdays, while high school students were scheduled on Thursdays and Fridays all scheduled during the lunchtime period, spanning from 12:15 PM to 1:15 PM in a designated classroom. The trial, held from January 22 to 26, comprised a cohort of 16 participants This group consisted of 8 middle school students and 8 high school students, evenly distributed with 4 participants for each day of the trial.
A simple random sample is a randomly selected subset of a population. In this sampling method, each member of the population has an exactly equal chance of being selected (Thomas, 2020)
To ensure an impartial selection process, I have implemented the use of a wheel generator containing the names of participants who expressed interest in participating. This method aims to promote fairness and eliminate any potential biases in the selection procedure Early data gathering enabled the identification of areas requiring improvement or revision Subsequently, a decision was made to initiate an additional trial spanning from February 19 to 23, involving an equivalent number of participants, with the overarching objective of achieving a total participant count of 32.
Procedure
1.
Four participants enter the room, where they encounter wristwatches, joy-cons, and a consent form meticulously arranged on the table. The instructor will input the names of the participants into a wheel generator. Those individuals selected will then proceed to their designated areas, clearly identified as A, B, C, and D (See Figure 1). The participants are required to fill out the *consent form in front of them.
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Each participant is required to wear a wristwatch, and the instructor will provide a demonstration on its proper usage
Each participant will then measure their resting heart rate and the instructor will record the result. The participants will pick up their joy-cons and get ready to play
3.
The participants will engage in the performance of six specifically curated tracks, chosen by the instructor for their potential to elicit a heightened sense of adrenaline After each race, participants will utilize their wristwatches to record their heart rate data. The instructor will check and document this information on their recording table
After the races are completed the instructor will hand out their prizes and thank thoses who participated in the experiment
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Figure 4 Science Symposium Poster
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*Ethical Consideration
In the course of this research, it is imperative that participants complete a consent form prior to engaging in any activities This is particularly crucial as the study involves the collection of data, including physiological variables such as heart rate, from the participants themselves
Game Mechanics
The operational modes for the six tracks are outlined below.
Smart Steering - With Smart Steering turned on, the player will autopilot along with the road's edges and not be able to go off-road.
Auto steering - Making the vehicle automatically accelerate
Speed - 150cc
Teams - No Teams
Item - Normal
COM - Hard COM
COM Vehicles - All Vehicles
Course - Choose
Race Count - 6 races
Figure 6.1
First Track | Waluigi Stadium
Figure 6.2
Second Track | Bowser Castle 3
Figure 6 3
Third Track | DK Mountain
Figure 6 4
Fourth Track | Waluigi Pinball
Fifth Track | Squeaky Clean Sprint
Figure 6 5
Sixth Track | Rainbow Road
Figure 6.6
Figure 5 Consent Form
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Table 1
Cooper Y
Chase M
Daliyah C.
James F
Alexander M
Zachary A
Liam-Javon B.
Justin G.
Gabriel L
Micheal S
Travis W
Malik S.
Anaelle G.
Bryce H
Thomas F.
Daniel B.
Average Heart Rate - Resting Heart Precent Change = Resting Heart Rate x 100 *(RHR)-Resting Heart Rate
A Table To Show The Overall Heart Rate When Playing Mario Kart™
8
Deluxe For Middle School Students
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Results
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Table 2
Paloma R.
Zachary K.
Leslye C.
Jake Y
Sienna T.
Ava W
Carlos M.
Nevaeh P.
Mahmood M.
Manuel R
Dylan R
Leroy B.
Alexis S.
Sandre M.
Mahkai R.
Logan B
Heart Rate - Resting Heart Precent Change = Resting Heart Rate
100
Heart
8 Deluxe
Average
x
*(RHR)-Resting
Rate A Table To Show The Overall Heart Rate When Playing Mario Kart™
For High School Students
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Standard Deviation - statistical measure that understands how spread out the values in a data are around the mean.
Standard Error - is a statistic that reveals how accurately sample data represents the whole population
Confidence Interval (2 SE)- is the range of values that you expect your estimate to fall between a certain percentage of the time (Bevans, 2023).
Table 3
A Table To Show The Standard Deviation and Standard Error For Middle School Students
Table 4
A Table To Show The Standard Deviation and Standard Error For High School Students
S = Σ(x - x)²
n - 1 x = Observation
x = Mean
n = total number of samples
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A Graph To Show The Middle and High School Students Statistical Significance Using Standard Error Bars
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Figure 7
Cooper Y.
Chase M
Zachary K.
James F.
Alexander M
Zachary A.
Liam-Javon B
Justin G
Gabriel L
Micheal S.
Travis W
Malik S
Jake Y
Bryce H.
Thomas F.
Daniel B
Carlos M
Mahmood M
Manuel R
Dylan A
Leroy B
Sandre M
Mahkai R
Logan B
A Table To Show The Overall Heart Rate When Playing Mario Kart™ 8 Deluxe For Male Students Table 5 13
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Daliyah C.
Anaelle G
Paloma R
Leslye C
Sienna T
Ava W
Nevaeh P
Alexis S
A Table To Show The Overall Heart Rate When Playing Mario Kart™ 8 Deluxe For Female Students
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Table 6
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A Table To Show The Overall Heart Rate When Playing Mario Kart™ 8 Deluxe For Male Students
Table 7
A Table To Show The Overall Heart Rate When Playing Mario Kart™ 8 Deluxe For Female Students
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Table 8
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A Graph To Show The Male and Female Students Statistical Significance Using Standard Error Bars Figure
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Data Analysis and Conclusion
After analyzing the data both my alternative hypothesis was accepted and the null hypothesis was rejected. The null hypothesis stated that there would be no statistically significant between middle and high school students Upon examining the bar graph (See Figure 7), it is evident that middle school students exhibited an average percentage change of 8%, while high school students demonstrated an average percentage change of 15%. There is no overlap in the confidence intervals, therefore establishing the statistical significance of the observed factors This result confirms my initial hypothesis, despite the data suggesting that high school students, contrary to my expectations, have a higher average heart rate than middle school students.
Social learning theory is that people can learn from each other through observation, imitation, and modeling. The concept was theorized by psychologist Albert Bandura and combined ideas behind behaviorist and cognitive learning approaches (Fitzgibbons, 2019). Social learning was evident among the middle school students. During my observation of participants playing Mario Kart™ 8, one individual, Chase M., chose Metal Mario and secured first place in each race The following day, when a new group of participants engaged in the activity, I observed one of Chase M friends selecting the same character as from the previous day This influenced both operant and classical conditioning. Operant conditioning is a method of learning that employs rewards and punishments for behavior. Through operant conditioning, an association is made between a behavior and a consequence (whether negative or positive) for that behavior (MSEd, 2023) Chase M 's success in securing first place while playing as Metal Mario serves as positive reinforcement. Winning the races reinforces the choice of Metal Mario as a successful and rewarding behavior. Classical conditioning involves associating a stimulus with a response. In this case, the success of Metal Mario (the stimulus) becomes associated with winning the races (the response) Chase M 's friend, having observed this association, may choose Metal Mario expecting a similar positive outcome. Motivated by a desire for success or positive reinforcement, they were compelled to excel, illustrating the principles of operant and classical conditioning Adding a pleasant reward, such as a cupcake at the end of the game, can potentially encourage others to engage in similar behavior in the future
Optimal arousal theory suggests that individuals are motivated to reach an optimal level of arousal, where they feel alert and engaged but not stressed (Nickerson, 2023). The Yerkes-Dodson curve illustrates how performance on a task is related to the level of arousal or stimulation. The curve suggests that there is an optimal level of arousal at which performance is maximized (See Figure 9) Mario Kart 8 is a competitive racing game, where healthy competition can elevate excitement levels. When others cheer for you, it serves as positive reinforcement. This positive feedback can motivate you to perform well and increase your engagement in the game. The desire to outperform others or win races creates a sense of challenge and excitement, contributing to an optimal level of arousal The game provides immediate feedback through visual and auditory cues based on participants' performance. This quick feedback loop can sustain interest and keep players engaged in the ongoing challenges
I opted to create another results table and graph, this time incorporating both male and female with the same participants I hypothesized a statistical significance between male and female participants, supported by the presence of 24 males and 8 females However, to my surprise, upon calculating the average percent change for both tables (See Tables 5 and 6), females exhibited a higher percentage than males. My hypothesis was confirmed, as indicated by the statistical significance in the data (See Figure 8), where the absence of overlapping error bars revealed a higher average of 14% for females compared to 10% for males I rejected the null hypothesis due to the statistical significance observed in the data.
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Figure 9 Yerkes-Dodson Law Bell
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Curve from heathline
Improvements
In considering potential improvements, one way could involve enhancing the accuracy and minimizing bias in the data collection process. Instead of relying on participants to verbally communicate their heart rate, a more robust approach might've been checking it myself. This method could provide a more comprehensive and precise understanding of the participant's physiological responses, thereby contributing to a more reliable and unbiased dataset. To determine the true resting heart rates, I could have done the technique of the participants lying down.
In my selection of tracks, I aimed for those that I believed would elicit the highest levels of adrenaline In hindsight, a more effective strategy would have involved researching tracks known for consistently elevating heart rates among players. An alternative approach could have been to wear a wristwatch to monitor my heart rate during each track in the game. However, it's worth noting that this method would have been time-consuming and provided data only representative of a singular sample, rather than a population
In conclusion, as part of my improvements, I entertained the idea of developing an additional game for comparative purposes alongside Mario Kart™ 8, specifically opting for the Mario and Sonic Olympic Games By doing so, I would aim to delve into a comparative evaluation, assessing how Mario Kart™ 8 places a pronounced emphasis on fostering competition among participants, in contrast to the Mario and Sonic Olympic Games, which necessitate collaboration within teams This approach would not only enable a comprehensive exploration of the distinct gaming dynamics but also provide valuable insights into the psychological facets intertwined with social interactions, motivation levels, and the sense of accountability within the gaming context.
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Acknowledgments
Throughout the writing of this research paper and experiment, I have received a great deal of support and assistance. I would first like to express my gratitude to the participants who took time out of their lunch to be involved in my science symposium.
I want to express my gratitude to my teachers, Ms Michele and Ms Juliana, for their invaluable guidance Ms Michele assisted me in graphing my data through statistical analysis and taught me efficient methods using Google Sheets Additionally, Ms Juliana provided constructive feedback on areas for improvement in my data analysis and offered numerous ideas to enhance my research, such as including a gender-based analysis with both males and females.
I extend my thankfulness to Mr Jos for generously allowing me to utilize his room as a dedicated space for conducting my experiment Additionally, I appreciate Em Turnquest for generously providing a full bag of candy as a reward for my participants.
Finally, I express gratitude to both my mother and sister for their wise counsel, mindful listening, and support. My mother generously provided rewards, including cupcakes and pizza, for my participants. Additionally, my sister assisted by supplying the right phrases when I faced writer's block
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Galia Curry | Research Paper 2024