Communication orale non publiée/Abstract (Colloques, congrès, conférences scientifiques et actes)
Beat the Stress Level - Dissociative effects of violent gaming for stress recovery and aggression
WAGENER, Gary Lee; MELZER, André
2024ISRA 2024 World Meeting
Peer reviewed
 

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Beat the stress level - paper submission - ISRA 2024.docx
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Mots-clés :
violent video games; stress relief; relaxation; aggression; heart rate variability
Résumé :
[en] Many players use video games for stress relief. Gaming might even be effective in reducing stress levels (e.g., Pine et al., 2020). While some research showed that violent video games (VVG) have negative effects such as increases in aggressive behavior (Calvert et al., 2017; Greitemeyer, 2022), other research did not find such effects (Ferguson, 2019; Prescott et al., 2018). Studies even provided evidence that playing some VVG can be positive for well-being (e.g., Johannes et al., 2021) or provide physiological relaxation (Wagener et al., 2024). In the present lab experiment (N = 82), we looked at potential effects of VVG on relaxation and stress relief. We assessed self-reported stress and aggressive feeling, physiological relaxation (i.e., heart rate variability), and aggressive behavior. Before participants were randomly assigned to either play a non-violent or a violent passage of a video game (A Plague Tale: Requiem) for 25 minutes, their level of stress was induced with the socially evaluated cold pressor task. Results showed that there was no difference between conditions for aggressive behavior (time allocated for CPT of next participant) after gameplay. In contrast to behavior, however, participants in the violent condition felt significantly more aggressive and more stressed. For participants in the non-violent condition, there was a decrease in self-reported stress levels. Interestingly, on a physiological level, playing video games, led to relaxation (i.e., increases in HRV) independent of violent content. This dissociation between self-reports, physiology and behavioral data suggests a complex, multifactorial conceptualization of the effects of video games.
Disciplines :
Sciences sociales & comportementales, psychologie: Multidisciplinaire, généralités & autres
Auteur, co-auteur :
WAGENER, Gary Lee  ;  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
 Ces auteurs ont contribué de façon équivalente à la publication.
Co-auteurs externes :
no
Langue du document :
Anglais
Titre :
Beat the Stress Level - Dissociative effects of violent gaming for stress recovery and aggression
Date de publication/diffusion :
2024
Nom de la manifestation :
ISRA 2024 World Meeting
Lieu de la manifestation :
Munich, Allemagne
Date de la manifestation :
from July 26th to August 2nd
Manifestation à portée :
International
Peer reviewed :
Peer reviewed
Projet FnR :
15709764
Disponible sur ORBilu :
depuis le 07 avril 2025

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