In this study, we sought to define the prevalence of cardiac events occurring in the setting of electronic gaming in GHDs.
Retrospective review of all patients evaluated and treated at Mayo Clinic\'s genetic heart rhythm clinic from July 2000 to November 2022 was performed to identify patients with a history of playing electronic games at the time of their cardiac event. Cardiac event was used to define events occurring before diagnosis, and breakthrough cardiac event (BCE) was used for events occurring after diagnosis.
Of the 3,370 patients with a GHD (mean age at first evaluation 27 ± 19 years, 55% female), 1,079 (32%) had a cardiac event before diagnosis, with 5 patients (0.5%) having an electronic gaming-associated event (3 catecholaminergic polymorphic ventricular tachycardia, 1 long QT syndrome, and 1 premature ventricular contraction-triggered ventricular fibrillation). After diagnosis and treatment, 431 patients (13%) experienced ≥1 BCE during follow-up, of which 1 electronic gaming-associated BCE (0.2%) occurred in a patient with catecholamine-sensitive right outflow tract ventricular tachycardia.
Although anecdotal cases of electronic gaming-associated life-threatening arrhythmias have been reported, in this largest single-center study to date, we show that these are extremely rare occurrences. While electronic gaming can have adverse health consequences, the threat of electronic gaming-triggered sudden death should not be used to try to curb time spent gaming.
目的:在本研究中,我们试图定义GHD中电子游戏设置中发生的心脏事件的患病率.
方法:对2000年7月至2022年11月在MayoClinic的遗传性心律诊所进行评估和治疗的所有患者进行回顾性回顾,以确定在发生心脏事件时有玩电子游戏史的患者。心脏事件用于定义诊断前发生的事件,突破性心脏事件(BCE)用于诊断后发生的事件。
结果:在3,370例GHD患者中(首次评估时的平均年龄为27±19岁,55%女性),1,079(32%)在诊断前发生了心脏事件,5例患者(0.5%)发生电子游戏相关事件(3例儿茶酚胺能多形性室性心动过速,1个长QT综合征,和1个室性早搏触发的心室纤颤)。经过诊断和治疗,431名患者(13%)在随访期间经历了≥1BCE,其中1例电子游戏相关BCE(0.2%)发生在儿茶酚胺敏感性右流出道室性心动过速患者中.
结论:尽管已经报道了电子游戏相关危及生命的心律失常的传闻病例,在迄今为止最大的单中心研究中,我们表明这些都是极为罕见的。虽然电子游戏会对健康造成不良影响,电子游戏引发的猝死的威胁不应该被用来试图遏制花在游戏上的时间。