Abstract
Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge or threat appraisal instructions, and played a fighting game (Mortal Kombat) or a puzzle game (Tetris). Study outcomes were heart rate variability, systolic and diastolic blood pressure, and positive and negative emotion ratings measured before, during and after gameplay. Results indicated that threat appraisal instructions increased negative emotion ratings and decreased heart rate variability, but not blood pressure, which is an essential marker for cardiovascular stress responses. Increased blood pressure and decreased heart rate variability was associated with fighting game players when compared with the puzzle game players, indicating a cardiovascular stress response; however, fighting game players also reported higher positive emotion ratings. Based on the study findings, video games do not induce stress responses like mental stressors used in previous research, demonstrating that the interactive player experience in video gaming may have more complex effects on stress outcomes. Future research should comprehensively measure biopsychosocial stress indicators and multiple emotional states over time to fully examine the relationship between video games and stress.
Highlights
In recent years, research has demonstrated an interest in the effects of video games on stress
Group differences in background video game experience, health indicators, and baseline measures were examined with a series of one-way Analysis of variance (ANOVA) or Chi-Square tests
Our findings demonstrate that video games with violent content can induce positive emotions, and create more positive emotional experiences than non-violent games depending on psychological factors and gameplay context
Summary
Research has demonstrated an interest in the effects of video games on stress. Video Games and Stress Appraisals limitations in current video game studies. Studies examining stress have used video games with different types of content, which can have different effects on stress outcomes. To address these limitations, the current study replicated methods used in previous stress research informed by the Biopsychosocial Model of Challenge and Threat (Blascovich and Tomaka, 1996), and compared stress outcomes across different types of video game content. Body Mass Index was measured using a stadiometer and electronic scale, and participants were asked if they currently smoked, drank alcohol, and if they were previously diagnosed with hypertension, diabetes, or renal disease. Participants were asked if they ingested caffeine within the last 4 h
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