Effects of Peppermint Scent Administration on Cognitive Video Game Performance

McCombs, Kristin; Raudenbush, Bryan; Bova, Andrea; Sappington, Mark
December 2011
North American Journal of Psychology;2011, Vol. 13 Issue 3, p383
Academic Journal
Past research suggests the positive effects of both video game play and the benefits of peppermint scent administration. The present study assessed the combination of video game play and peppermint scent administration on physiology, mood, game performance, and task load. Participants completed a control condition with no scent administration to serve as a baseline, and were then assigned to either repeat the control condition or to complete an experimental condition in which peppermint scent was delivered via nasal cannula at 3 LPM. Participants played 3 Nintendo Wii Fit Plus games requiring cognitive and hand/eye reactions (Perfect 10, Snowball Fight, and Obstacle Course). Participants in the peppermint scent condition showed greater improvements, such as completing significantly more levels, more hits, more stars, and distance completed. Further, participants in the peppermint condition reported less mental demand, perceived effort, and anxiety. Control group participants had a significantly lower pulse change and diastolic blood pressure change, whereas, participants in the peppermint scent condition experienced no significant difference in pulse suggesting that the scent administration promoted greater physiological arousal, thus keeping them engaged in the testing process. Implications include the combination of video games and a physiologically arousing scent (specifically, peppermint) to further promote cognitive performance.


Related Articles

  • Effects of Wii Tennis Game Play on Pain Threshold and Tolerance During a Cold Pressor Task. Raudenbush, Bryan; Kolks, Jonathan; McCombs, Kristin; Hamilton-Cotter, Alexandra // North American Journal of Psychology;2011, Vol. 13 Issue 3, p491 

    Previous research has shown psychological and physical benefits can be gained by playing video games, such as a distraction from pain and maladaptive behaviors, and can facilitate social engagement. The current study examines whether the Nintendo Wii tennis video game can serve as a distraction...

  • SAY "Wii" to WEIGHT LOSS. Hancock, Michelle // Alive: Canada's Natural Health & Wellness Magazine;Sep2008, Issue 311, p78 

    The article examines the efficacy of innovative technologies like Nintendo Wii Fit video games and simulation systems in establishing healthy benefits to children. Traditional video games are feared by parents to cause obesity in their children prompting manufacturers to integrate their product...

  • Gaming to prevent falls.  // Australian Journal of Pharmacy;Jun2013, Vol. 94 Issue 1117, p9 

    The article focuses on a study led by the Southern Cross University School of Health and Human Sciences to investigate how playing Nintendo Wii balancing video games can prevent falls in the elderly.

  • Clinical feasibility of interactive motion-controlled games for stroke rehabilitation. Bower, Kelly J.; Louie, Julie; Landesrocha, Yoseph; Seedy, Paul; Gorelik, Alexandra; Bernhardt, Julie // Journal of NeuroEngineering & Rehabilitation (JNER);9/8/2015, Vol. 12 Issue 1, p1 

    Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the...

  • An Exploratory Study Examining the Appropriateness and Potential Benefit of the Nintendo Wii as a Physical Activity Tool in Adults Aged ≥ 55 Years. Kirk, Alison; MacMillan, Freya; Rice, Mark; Carmichael, Alex // Interacting with Computers;Jan2013, Vol. 25 Issue 1, p102 

    This study investigates the physical exertion of playing the Nintendo Wii® (Wii) and determines the appropriateness and potential benefit of it as a physical activity tool for older adults. Twenty healthy adults (aged 61±6 years) took part in a single session using a selection of the Wii...

  • Wii needs to prove it can be more than just a tad. Marsh, Cairo Kenan; McCaughan, Dave // Media: Asia's Media & Marketing Newspaper;11/19/2009, p14 

    The article reports on the decline of Nintendo's Wii games console to 43% in the first half of 2009 compared to 2008 in Japan.

  • Gaming Across Different Consoles: Exploring the Influence of Control Scheme on Game-Player Enjoyment. Limperos, Anthony M.; Schmierbach, Michael G.; Kegerise, Andrew D.; Dardis, Frank E. // CyberPsychology, Behavior & Social Networking;Jun2011, Vol. 14 Issue 6, p345 

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console...

  • Gaming at the library?! Brooks, Connie // Hays Free Press (Buda, TX);6/10/2009, Vol. 106 Issue 10, p2C 

    The article reports on the Teen Time at the Kyle Community Library which offers wii games for anyone between the ages of 13 and 19.

  • It's all good. Crosby, Christine // Grand Magazine;Apr2009, Vol. 5 Issue 4, p4 

    The article discusses various reports published within the issue, including one about the Sexiest Granddad Award and another by Debbie Baisden on how she and her grandchildren play Nintendo's Wii games together.


Read the Article


Sorry, but this item is not currently available from your library.

Try another library?
Sign out of this library

Other Topics