Cognitive virtual games and cortisol: a prisma-based systematic review.

IF 2.2 Q3 PSYCHIATRY
Santiago David Vásquez-Hidalgo, Lorrane Ribeiro de Souza, Bruno da Silva Santos, Rosa Maria Martins de Almeida
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引用次数: 0

Abstract

Objective: Over the last decades, gaming has become a popular way to spend time and connect with people worldwide, engaging millions of users. Literature has shown that games and competition in gaming are closely linked to physiological stress responses. The aim of this systematic review was to determine if cognitive virtual games are also linked with stress responses and to investigate this interplay.

Methods: Following the PRISMA protocol, five databases were used, including EMBASE, PubMed, PsycInfo, SCOPUS and Web of Science. The PICO strategy was employed to formulate the research question. The search was performed by three independent investigators using a predefined protocol registered on the PROSPERO database (CRD42022384921).

Findings: Following these procedures, 30 eligible empirical studies were considered for the review, which included 39 cognitive games, because some studies used more than one game in their research. Fourteen of the selected studies showed significantly increased cortisol levels after playing virtual cognitive games, twelve studies reported a decrease in cortisol levels while the remaining four showed both, increase and decrease cortisol depending on variables such as gender differences, age or type of game. This highlights the complex relationship between virtual cognitive games and cortisol modulation.

Conclusion: Our results provided a comprehensive view of the intricate interplay between virtual cognitive games and cortisol dynamics, acknowledging both the potential stress-inducing and stress-alleviating effects of gaming. The implications of these findings go beyond entertainment, emphasizing the need for a nuanced understanding of the psychophysiological mechanisms involved.

认知虚拟游戏与皮质醇:基于棱镜的系统回顾。
目标:在过去的几十年里,游戏已经成为一种消磨时间和与世界各地的人们联系的流行方式,吸引了数百万用户。文献表明,游戏和游戏中的竞争与生理应激反应密切相关。这篇系统综述的目的是确定认知虚拟游戏是否也与压力反应有关,并调查这种相互作用。方法:按照PRISMA协议,使用EMBASE、PubMed、PsycInfo、SCOPUS和Web of Science 5个数据库。采用PICO策略制定研究问题。搜索由三名独立调查员使用在PROSPERO数据库(CRD42022384921)上注册的预定义协议执行。研究结果:根据这些步骤,我们考虑了30项符合条件的实证研究,其中包括39款认知游戏,因为有些研究在研究中使用了不止一款游戏。其中14项研究显示,玩虚拟认知游戏后皮质醇水平显著上升,12项研究报告皮质醇水平下降,而其余4项研究同时显示皮质醇水平上升或下降,这取决于性别差异、年龄或游戏类型等变量。这凸显了虚拟认知游戏和皮质醇调节之间的复杂关系。结论:我们的研究结果为虚拟认知游戏和皮质醇动态之间复杂的相互作用提供了一个全面的视角,承认了游戏潜在的压力诱导和压力缓解作用。这些发现的意义超越了娱乐,强调了对所涉及的心理生理机制进行细致入微理解的必要性。
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
4.40
自引率
0.00%
发文量
32
审稿时长
13 weeks
期刊介绍: Information not localized
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