{"title":"Testing positive mood effects of playing Gris, a eudaimonic video game","authors":"Gary L. Wagener , Elisabeth Holl , André Melzer","doi":"10.1016/j.entcom.2025.100976","DOIUrl":null,"url":null,"abstract":"<div><div>Video games (VGs) are known for their positive impact on players’ mood [<span><span>1</span></span>], emotions and emotion regulation [<span><span>2</span></span>], depressive symptoms [<span><span>3</span></span>], and general well-being [<span><span>4</span></span>]. However, only few studies have focused on the effects of eudaimonic (i.e., meaningful) VGs. In two laboratory studies (N = 145), we examined eudaimonic VG effects. In Study 1, we tested whether the game could improve mood by enhancing participants’ current emotional state. In Study 2, in addition to testing mood improvement, we explored the game’s potential for mood repair, defined as the ability to cope with acute negative distress and to alleviate negative emotions following a sadness induction. Additionally, we investigated whether the game could trigger physiological relaxation in both studies. We also hypothesized that people with higher depression scores might benefit more because VGs can improve depressive symptoms. Although there was no interaction with depression levels and no significant effect on mood improvement, playing the eudaimonic VG after sadness induction in Study 2 led to mood repair. In addition, the increase in heart rate variability in both studies indicated physiological relaxation. The present findings suggest that eudaimonic VGs can facilitate mood repair and physiological relaxation, thereby highlighting their potential for future clinical interventions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100976"},"PeriodicalIF":2.8000,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000564","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Video games (VGs) are known for their positive impact on players’ mood [1], emotions and emotion regulation [2], depressive symptoms [3], and general well-being [4]. However, only few studies have focused on the effects of eudaimonic (i.e., meaningful) VGs. In two laboratory studies (N = 145), we examined eudaimonic VG effects. In Study 1, we tested whether the game could improve mood by enhancing participants’ current emotional state. In Study 2, in addition to testing mood improvement, we explored the game’s potential for mood repair, defined as the ability to cope with acute negative distress and to alleviate negative emotions following a sadness induction. Additionally, we investigated whether the game could trigger physiological relaxation in both studies. We also hypothesized that people with higher depression scores might benefit more because VGs can improve depressive symptoms. Although there was no interaction with depression levels and no significant effect on mood improvement, playing the eudaimonic VG after sadness induction in Study 2 led to mood repair. In addition, the increase in heart rate variability in both studies indicated physiological relaxation. The present findings suggest that eudaimonic VGs can facilitate mood repair and physiological relaxation, thereby highlighting their potential for future clinical interventions.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.