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

IF 2.5 3区 心理学 Q3 NEUROSCIENCES
Gary L. Wagener, André Schulz, André Melzer
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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.
《瘟疫的故事》:暴力电子游戏是否能有效降低压力水平?
减压通常被认为是玩电子游戏的主要动机。然而,电子游戏在应对压力方面的有效性,特别是在比较暴力和非暴力类型时,仍然不确定。在目前的实验室实验中,有N = 82名参与者,我们使用社会评估冷压测试评估了在压力诱导后玩暴力与非暴力视频游戏后的急性压力减轻情况。我们假设,玩电子游戏会导致生理上的(例如,心率变异性的增加和皮质醇的降低)和自我报告的压力缓解效果,以及攻击性水平的降低,从而导致恢复。攻击行为以自我报告和分配给下一个参与者的冷压测试秒数来衡量。与之前的研究一致,玩暴力游戏的参与者报告说他们感到压力更大,更具攻击性,而玩非暴力游戏的参与者则感到压力更小,更放松。然而,相比之下,我们发现心率变异性的增加以及心率和皮质醇的下降,与玩组无关,这表明放松。这种自我报告和生理应激结果之间的分离表明,自己的觉醒状态被错误地评估了。这可能是由于对各自游戏群体特征的不同认知评估,因为暴力游戏序列被认为更困难和更具挑战性。然而,观察到的生理放松效应也可能表明电子游戏沉浸感对压力干预的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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.
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