The effect of video-game software in video-game epilepsy.
OBJECTIVE
The individual role of video-game (VG) programs in VG activation is still unclear. Strict relations between VG seizures and photo- and pattern sensitivity suggest that programs per se may have a role in seizure activation.


METHODS
We tested a series of 12 commercially available VG programs in 30 subjects aged 7-28 years; test protocol comprised intermittent photic stimulation (IPS), pattern stimulation, and a game session with 12 programs, each played for 5 min, delivered from a 50-Hz screen.


RESULTS
Activation was observed in 17 subjects; marked differences were observed between different games: two programs activated 13 subjects; one program did not provoke activation. High variability between scenes makes it impossible to define mean brightness for the whole program. Activation correlated with "steady maximal brightness" (SMB) within a program; SMB is defined as the brightness in lux of the brightest scene steadily present in a program. SMB varied between 6 and 305 lux in tested programs. Difference in activation between different games was statistically significant (p < 0.001). Pattern sensitivity is strictly correlated with the probability of VG activation (p < 0.001).


CONCLUSIONS
Our study demonstrates a strong variation in activation between different game programs and a strict relation between VG activation and pattern sensitivity. Programs with SMB >100 lux should be regarded as potentially dangerous: programs with SMB <50 lux may be considered relatively safe.
Ricci
S
S
Epilepsy Center, Department of Neurological Sciences, University of Rome La Sapienza, Italy.
Vigevano
F
F
D000293:Adolescent; D000328:Adult; D002540:Cerebral Cortex / Q000502:physiology / Q000503:physiopathology; D002648:Child; D004569:Electroencephalography / Q000706:statistics & numerical data; D004827:Epilepsy / Q000209:etiology* / Q000503:physiopathology; D005260:Female; D005556:Form Perception / Q000502:physiology; D006801:Humans; D008297:Male; D010775:Photic Stimulation / Q000009:adverse effects; D018910:Video Games / Q000009:adverse effects* / Q000145:classification