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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.

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