
We found various materials on the impact of frequent gaming on young people’s health. Players have complained of eyestrain, headaches, chest pain, fatigue and mood swings (Tazawa et al. 1997). This is compatible with findings that where game play causes sleep deprivation it is also associated with black rings under the eyes and muscle stiffness in the shoulder (Tazawa and Okada 2001). Medical experts appear concerned about metabolic and heart rates (Dorman 1997; Emes 1997), that frequent gaming may be associated with health problems such as tendonitis and repetitive strain injury (Emes 1997; Cleary et al. 2002), and that computer games could trigger epileptic seizures in susceptible persons (Funk 1992, 1993b; Emes 1997; Ricci and Vigevano 1999; Singh et al. 2001). This may be because the user sits close to the screen (Kasteleijn-Nolst Trenité et al. 1999). Ricci and Vigevano (1999) note that, while the role of the software itself is still unclear, ‘a brighter image has a higher probability of provoking discharges than a darker one’ and flashing lights and geometric patterns present in some games may activate a seizure