Abstract :
[en] Stress relief is often cited as the main motive for playing video games. However, the effectiveness of video games in coping with stress, especially when comparing violent and non-violent genres, remains uncertain. In the present lab experiment with N = 82 participants, we assessed acute stress reduction after playing a violent vs. non-violent video game that followed stress induction using the Socially Evaluated Cold Pressor Test. We hypothesized that playing video games causes physiological (i.e., an increase in heart rate variability and a decrease in cortisol) and self-reported effects of stress relief, and a reduction in aggression levels, leading to restoration. Aggressive behavior was measured as self-reports and seconds in the Cold Pressor Test allocated to the next participant. In line with previous studies, participants playing a violent passage of a game reported feeling more stressed and aggressive, while those playing a non-violent passage of the same game felt less stressed and more relaxed. In contrast, however, we found an increase in heart rate variability as well as a decrease in heart rate and cortisol regardless of playing group, which indicates relaxation. This dissociation between self-reported and physiological stress results indicates that the own state of arousal is incorrectly assessed. This may be due to a different cognitive assessment of the characteristics of the respective game groups, as the violent game sequence was judged to be more difficult and challenging. However, the observed physiological relaxation effect might also suggest the potential of video game engagement for stress interventions.
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