测试玩Gris的积极情绪影响,这是一款逼真的电子游戏

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Gary L. Wagener , Elisabeth Holl , André Melzer
{"title":"测试玩Gris的积极情绪影响,这是一款逼真的电子游戏","authors":"Gary L. Wagener ,&nbsp;Elisabeth Holl ,&nbsp;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":"{\"title\":\"Testing positive mood effects of playing Gris, a eudaimonic video game\",\"authors\":\"Gary L. Wagener ,&nbsp;Elisabeth Holl ,&nbsp;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}","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

摘要

众所周知,电子游戏对玩家的情绪[1]、情绪和情绪调节[2]、抑郁症状[3]和总体幸福感[4]都有积极的影响。然而,只有很少的研究集中在快乐(即有意义的)虚拟现实的影响上。在两项实验室研究中(N = 145),我们检查了欣幻剂VG效应。在研究1中,我们测试了游戏是否可以通过增强参与者当前的情绪状态来改善情绪。在研究2中,除了测试情绪改善,我们还探索了游戏在情绪修复方面的潜力,定义为应对急性负面痛苦和缓解悲伤诱发后的负面情绪的能力。此外,我们在两项研究中都调查了游戏是否会引发生理放松。我们还假设抑郁得分较高的人可能受益更多,因为VGs可以改善抑郁症状。虽然与抑郁水平没有相互作用,对情绪改善也没有显著影响,但在研究2中,在悲伤诱导后进行愉悦性VG会导致情绪修复。此外,两项研究中心率变异性的增加表明了生理上的放松。目前的研究结果表明,虚幻的VGs可以促进情绪修复和生理放松,从而突出了它们在未来临床干预中的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Testing positive mood effects of playing Gris, a eudaimonic video game
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信