Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
Veeral Desai, Arnav Gupta, Lucas Andersen, Bailey Ronnestrand, Michael Wong
Trends in Psychology March 11, 2021 DOI: 10.1007/s43076-021-00062-6 (opens in new tab)
Study at a glance
AI-extracted from the abstract| Characteristics | Randomized controlled trial Peer reviewed |
|---|---|
| Sample size | 80 |
| Population | Undergraduate students (mean age 19.46 years, SD 1.43; 48 females, 29 males, 3 preferred not to answer) |
| Duration | 20-minute intervention sessions; measurements taken before and after each session |
| Measures | modified nine-item Psychological Stress Measure (PSM-9), heart rate, systolic blood pressure, diastolic blood pressure |
| Key findings | Both playing Flower and a body-scan meditation significantly reduced psychological and physiological stress from before to after the 20-minute session. Mindfulness meditation produced greater reduction in self-reported psychological stress than the video game (significant measurement × intervention interaction, p < .001), while physiological reductions were similar across the two interventions, which the authors suggest indicates casual video games may also be an effective stress-reduction medium. |
Abstract
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.
Citations in the library
Cites 25
- How Does Mindfulness Meditation Work? Proposing Mechanisms of Action From a Conceptual and Neural Perspective Perspectives on Psychological Science October 14, 2011
- Meditation Programs for Psychological Stress and Well-being JAMA Internal Medicine January 6, 2014
- Mindfulness-Based Stress Reduction Lowers Psychological Distress In Medical Students Teaching and Learning in Medicine April 1, 2003
- Meditation Lowers Stress and Supports Forgiveness Among College Students: A Randomized Controlled Trial Journal of American College Health March 1, 2008
- Short-term autonomic and cardiovascular effects of mindfulness body scan meditation Annals of Behavioral Medicine November 15, 2006
and 20 more in the library