Cj. Millett et al., Seizures during video-game play and other common leisure pursuits in knownepilepsy patients without visual sensitivity, EPILEPSIA, 40, 1999, pp. 59-64
Purpose: Some individuals who are negative to flash/pattern sensitivity hav
e been reported to experience seizures while exposed to video games. This s
tudy seeks to examine systematically whether exposure to video-game materia
l is a risk factor for seizures in patients with chronic epilepsy without v
isual sensitivity.
Methods. Two hundred and twelve chronic epilepsy patients participated in t
he study. All were negative to rigorous flash and pattern sensitivity testi
ng. They were randomly allocated to a video game-playing session or to a pe
riod of leisure (involving reading, physical exercise, puzzles, etc.) and t
hen alternated between these activities for a fixed total of eight 45-min p
eriods while undergoing video-EEG monitoring. The study ceased if the parti
cipant experienced a clinical seizure.
Results: Twenty-five of 212 subjects experienced a seizure while participat
ing in the study. Thirteen seizures occurred during periods of video-game p
lay, and 12 during alternative leisure.
Conclusions: We have not identified a greater risk of seizures in patients
with (not visually sensitive) epilepsy during videogame play compared with
other common leisure pursuits. Furthermore, we exposed a large population (
212 patients) mostly with severe epilepsy, mainly drug reduced and some sle
ep deprived, to prolonged video game-playing without observing a significan
t excess number of seizures. This finding provides strong support for the h
ypothesis that seizures during video game play in the >95% of the epilepsy
population without visual sensitivity are most likely to represent a chance
occurrence, although, as always, each individual should be carefully asses
sed.