Article (Scientific journals)
A Plague(d) Tale: Are violent video games effective in reducing stress levels?
WAGENER, Gary Lee; SCHULZ, André; MELZER, André
2025In International Journal of Psychophysiology, 209, p. 112518
Peer Reviewed verified by ORBi
 

Files


Full Text
Wagener et al. (2025).pdf
Author postprint (2.3 MB)
Request a copy

All documents in ORBilu are protected by a user license.

Send to



Details



Keywords :
Aggressive behavior; Cortisol; Heart rate variability; Stress relief; Video games; Violent content
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.
Disciplines :
Social & behavioral sciences, psychology: Multidisciplinary, general & others
Author, co-author :
WAGENER, Gary Lee  ;  University of Luxembourg > Faculty of Humanities, Education and Social Sciences (FHSE) > Department of Behavioural and Cognitive Sciences (DBCS) > Health and Behaviour
SCHULZ, André  ;  University of Luxembourg > Faculty of Humanities, Education and Social Sciences (FHSE) > Department of Behavioural and Cognitive Sciences (DBCS) > Health and Behaviour
MELZER, André  ;  University of Luxembourg > Faculty of Humanities, Education and Social Sciences (FHSE) > Department of Behavioural and Cognitive Sciences (DBCS) > Health and Behaviour
External co-authors :
no
Language :
English
Title :
A Plague(d) Tale: Are violent video games effective in reducing stress levels?
Publication date :
22 January 2025
Journal title :
International Journal of Psychophysiology
ISSN :
0167-8760
eISSN :
1872-7697
Publisher :
Elsevier BV, Netherlands
Volume :
209
Pages :
112518
Peer reviewed :
Peer Reviewed verified by ORBi
Funders :
National Research Fund
Available on ORBilu :
since 29 January 2025

Statistics


Number of views
313 (4 by Unilu)
Number of downloads
2 (0 by Unilu)

Scopus citations®
 
1
Scopus citations®
without self-citations
1
OpenCitations
 
0
OpenAlex citations
 
2

Bibliography


Similar publications



Contact ORBilu