A Plague(d) Tale: Are violent video games effective in reducing stress levels?

IF 2.5 3区 心理学 Q3 NEUROSCIENCES International Journal of Psychophysiology Pub Date : 2025-01-22 DOI:10.1016/j.ijpsycho.2025.112518
Gary L. Wagener, André Schulz, André Melzer
{"title":"A Plague(d) Tale: Are violent video games effective in reducing stress levels?","authors":"Gary L. Wagener,&nbsp;André Schulz,&nbsp;André Melzer","doi":"10.1016/j.ijpsycho.2025.112518","DOIUrl":null,"url":null,"abstract":"<div><div>Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with <em>N</em> = 82 participants, we assessed acute stress reduction after playing a violent vs. non-violent video game that followed stress induction using the Socially Evaluated Cold Pressor Test. We hypothesized that playing video games causes physiological (i.e., an increase in heart rate variability and a decrease in cortisol) and self-reported effects of stress relief, and a reduction in aggression levels, leading to restoration. Aggressive behavior was measured as self-reports and seconds in the Cold Pressor Test allocated to the next participant. In line with previous studies, participants playing a violent passage of a game reported feeling more stressed and aggressive, while those playing a non-violent passage of the same game felt less stressed and more relaxed. In contrast, however, we found an increase in heart rate variability as well as a decrease in heart rate and cortisol regardless of playing group, which indicates relaxation. This dissociation between self-reported and physiological stress results indicates that the own state of arousal is incorrectly assessed. This may be due to a different cognitive assessment of the characteristics of the respective game groups, as the violent game sequence was judged to be more difficult and challenging. However, the observed physiological relaxation effect might also suggest the potential of video game engagement for stress interventions.</div></div>","PeriodicalId":54945,"journal":{"name":"International Journal of Psychophysiology","volume":"209 ","pages":"Article 112518"},"PeriodicalIF":2.5000,"publicationDate":"2025-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Psychophysiology","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0167876025000145","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"NEUROSCIENCES","Score":null,"Total":0}
引用次数: 0

Abstract

Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs. non-violent video game that followed stress induction using the Socially Evaluated Cold Pressor Test. We hypothesized that playing video games causes physiological (i.e., an increase in heart rate variability and a decrease in cortisol) and self-reported effects of stress relief, and a reduction in aggression levels, leading to restoration. Aggressive behavior was measured as self-reports and seconds in the Cold Pressor Test allocated to the next participant. In line with previous studies, participants playing a violent passage of a game reported feeling more stressed and aggressive, while those playing a non-violent passage of the same game felt less stressed and more relaxed. In contrast, however, we found an increase in heart rate variability as well as a decrease in heart rate and cortisol regardless of playing group, which indicates relaxation. This dissociation between self-reported and physiological stress results indicates that the own state of arousal is incorrectly assessed. This may be due to a different cognitive assessment of the characteristics of the respective game groups, as the violent game sequence was judged to be more difficult and challenging. However, the observed physiological relaxation effect might also suggest the potential of video game engagement for stress interventions.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.40
自引率
10.00%
发文量
177
审稿时长
3-8 weeks
期刊介绍: The International Journal of Psychophysiology is the official journal of the International Organization of Psychophysiology, and provides a respected forum for the publication of high quality original contributions on all aspects of psychophysiology. The journal is interdisciplinary and aims to integrate the neurosciences and behavioral sciences. Empirical, theoretical, and review articles are encouraged in the following areas: • Cerebral psychophysiology: including functional brain mapping and neuroimaging with Event-Related Potentials (ERPs), Positron Emission Tomography (PET), Functional Magnetic Resonance Imaging (fMRI) and Electroencephalographic studies. • Autonomic functions: including bilateral electrodermal activity, pupillometry and blood volume changes. • Cardiovascular Psychophysiology:including studies of blood pressure, cardiac functioning and respiration. • Somatic psychophysiology: including muscle activity, eye movements and eye blinks.
期刊最新文献
Influence of transcutaneous electrical stimulation on marksmanship, cognition, and the healthy stress response No aftereffect of transcranial alternating current stimulation (tACS) on theta activity during an inter-sensory selective attention task Editorial Board International Organization of Psychophysiology ‘Wired up about self’ - narcissistic traits predict elevated physiological arousal during self-disclosure in conversation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1