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Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students

To assess the potential effectiveness of playing a simple, casual video game (Flower) in reducing stress relative to participating in a mindfulness-meditation session (body scan) among undergraduate students. Eighty undergraduate student participants (mean age = 19.46 years, SD = 1.43; gender: 48 fe...

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Autores principales: Desai, Veeral, Gupta, Arnav, Andersen, Lucas, Ronnestrand, Bailey, Wong, Michael
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer International Publishing 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7952082/
http://dx.doi.org/10.1007/s43076-021-00062-6
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author Desai, Veeral
Gupta, Arnav
Andersen, Lucas
Ronnestrand, Bailey
Wong, Michael
author_facet Desai, Veeral
Gupta, Arnav
Andersen, Lucas
Ronnestrand, Bailey
Wong, Michael
author_sort Desai, Veeral
collection PubMed
description To assess the potential effectiveness of playing a simple, casual video game (Flower) in reducing stress relative to participating in a mindfulness-meditation session (body scan) among undergraduate students. Eighty undergraduate student participants (mean age = 19.46 years, SD = 1.43; gender: 48 females, 29 males, 3 preferred not to answer) were assigned to one of two groups in alternating order: one who played Flower and the comparison group who participated in a body scan, each lasting 20 min. Psychological and physiological stress measurements were made before and after each intervention. Self-perceived psychological stress was measured using a modified version of the nine-item Psychological Stress Measure (PSM-9), and physiological stress (heart rate, systolic and diastolic blood pressure) was measured using an electronic blood-pressure cuff. The results were analyzed with a 2 (measurement: pre, post) × 2 (intervention: video game, mindfulness-meditation) mixed model analysis of variance (ANOVA) for each of the four outcome measures. There was a statistically significant reduction (pre- to post-intervention) across all outcome measures. Notably, there was a significant measurement × intervention interaction (p < .001) for the psychological stress measure; participants in the mindfulness-meditation group reported greater stress reduction after the intervention than participants in the video game group. Although these results suggest mindfulness-meditation provides a slight advantage for stress reduction than casual video games, the similarity in reduction across all physiological measures between the two interventions nevertheless suggests casual video games may also be an effective medium. This finding is especially promising given casual video games’ accessibility, ease of use, and popularity among students. These results may inform initiatives by colleges and universities to better support students during peak times of stress and especially during the current COVID-19 pandemic.
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spelling pubmed-79520822021-03-12 Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students Desai, Veeral Gupta, Arnav Andersen, Lucas Ronnestrand, Bailey Wong, Michael Trends in Psychol. Original Article To assess the potential effectiveness of playing a simple, casual video game (Flower) in reducing stress relative to participating in a mindfulness-meditation session (body scan) among undergraduate students. Eighty undergraduate student participants (mean age = 19.46 years, SD = 1.43; gender: 48 females, 29 males, 3 preferred not to answer) were assigned to one of two groups in alternating order: one who played Flower and the comparison group who participated in a body scan, each lasting 20 min. Psychological and physiological stress measurements were made before and after each intervention. Self-perceived psychological stress was measured using a modified version of the nine-item Psychological Stress Measure (PSM-9), and physiological stress (heart rate, systolic and diastolic blood pressure) was measured using an electronic blood-pressure cuff. The results were analyzed with a 2 (measurement: pre, post) × 2 (intervention: video game, mindfulness-meditation) mixed model analysis of variance (ANOVA) for each of the four outcome measures. There was a statistically significant reduction (pre- to post-intervention) across all outcome measures. Notably, there was a significant measurement × intervention interaction (p < .001) for the psychological stress measure; participants in the mindfulness-meditation group reported greater stress reduction after the intervention than participants in the video game group. Although these results suggest mindfulness-meditation provides a slight advantage for stress reduction than casual video games, the similarity in reduction across all physiological measures between the two interventions nevertheless suggests casual video games may also be an effective medium. This finding is especially promising given casual video games’ accessibility, ease of use, and popularity among students. These results may inform initiatives by colleges and universities to better support students during peak times of stress and especially during the current COVID-19 pandemic. Springer International Publishing 2021-03-11 2021 /pmc/articles/PMC7952082/ http://dx.doi.org/10.1007/s43076-021-00062-6 Text en © Associação Brasileira de Psicologia 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Original Article
Desai, Veeral
Gupta, Arnav
Andersen, Lucas
Ronnestrand, Bailey
Wong, Michael
Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title_full Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title_fullStr Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title_full_unstemmed Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title_short Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
title_sort stress-reducing effects of playing a casual video game among undergraduate students
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7952082/
http://dx.doi.org/10.1007/s43076-021-00062-6
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