~ 499 ~  Volume: 2, Issue: 5, 499-502 May 2015 www.allsubjectjournal.com e-ISSN: 2349-4182 p-ISSN: 2349-5979 Impact Factor: 3.762 Chiranjeevi kumar Endukuru Tutor/Demonstrator, Department of Physiology, Narayana Medical College, Nellore, AP, India K.N.Maruthy Professor, Department of Physiology, Narayana Medical College, Nellore, AP, India T.S.Deepthi Tutor/Demonstrator, Department of Physiology, Narayana Medical College, Nellore, AP, India Correspondence: Chiranjeevi kumar Endukuru Tutor/Demonstrator, Department of Physiology, Narayana Medical College, Nellore, AP, India A Study of Critical Flickering Fusion Frequency Rate in Media Players Chiranjeevi kumar Endukuru, K.N.Maruthy, T.S.Deepthi Abstract Aim: This study investigated the effect of video games on Critical flickering fusion frequency rate (CFFFR). Background: CFFFR is the rate of successive light flashes from a stationary light source at which the sensation of flicker disappears and the light becomes steady. CFFFR with higher values suggested that greater perceptual accuracy. This CFFFR has been used in the studies on physiology of vision, Stress, drug research. Results: In the present study CFFFR was measured in two age-matched groups of healthy volunteers whose ages ranged from 18 – 45 years with 75 subjects in each group. Test group consists of Media players who were played video games since their childhood. Control group consists of Non-Media players who did not know how to play the video games. The scope of the present study is to know the effect of video games on CFFFR. The results in our study showed that CFFFR threshold increases significantly in media players when compared to non – media players (p<0.001).This study also showed that CFFFR significantly decreases as the age increases and high CFFFR threshold were recorded in media players who played puzzle and brain games than the action adventure and sports games. The gender effect on CFFFR was not significant but higher CFFR values were recorded for men than women. Conclusion: This study proved that playing video games can develop cognitive skills, high level thinking skills, problem solving complex, concentration, logical thinking, imagination and creativity but on the other side teenagers who spend an ample amount of time playing games experience effects which are not so beneficial at all. Keywords: Critical flickering fusion frequency rate, Media and Non-Media players, Visual processing Introduction The Critical Flickering Fusion frequency (CFFF) test measures the rate at which successively presented light stimuli appear to be steady and continuous. This rate, expressed in Hz, is commonly referred to as the “threshold frequency”. Because it provides a measure to distinguish discrete sensory events and also provides an index of central nervous system (CNS) activity or “cortical arousal”. The eye and brain act together to perceive flickering light. The activities in the retina and brain are synchronized as a part of the visual process. If the modulation i.e. flicker frequency is high enough, the visual system will perceive flickering light as a continuous steady light. The CFF is widely used in the study of human behavior, physiology of vision since it can be administered quickly, easily and relatively non-invasive 7 . Various factors that influence CFFF performance includes time of day, sleep deprivation, shift-work, work with visual display terminals i.e. video games, acute effects of substances like caffeine, alcohol, prescribed medication. CFFF performance can also be influenced by age, intelligence and gender. Though many factors influence the CFFF performance, in our study we concentrated more on the effect of video games on CFFFR 8 . In the 19th century, if you asked a teenage boy that what they did in their free time, they'd probably talk about assisting their parents on the work. You ask the same question to a teen in the mid 90’s, and you'll get an answer regarding baseball, cricket, chess, caroms etc. But now we are living in a new millennium, where 97% of children and teenagers would reply 'videogames' to that question 3 . Video games are the most popular and widespread form of entertainment at present. Many video game developing countries earn billions of dollars and constantly invest into research aimed to make virtual reality look like reality. Their games become more and more popular, and they attract a wide audience. The main target audiences of game developing companies are children and teenagers, who actively engaging in video games at such a young age can produce both beneficial and adverse effects 8 . International Journal of Multidisciplinary Research and Development