| Literature DB >> 31133924 |
Anne Marie Porter1, Paula Goolkasian1.
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.Entities:
Keywords: blood pressure; cardiovascular – methods; emotion; heart rate variabiity; stress; stress appraisal; video games
Year: 2019 PMID: 31133924 PMCID: PMC6524699 DOI: 10.3389/fpsyg.2019.00967
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Means (SD) for group comparisons across video game experience, health indicators, and baseline cardiovascular and emotion measures.
| Challenge-fighting | Threat-fighting | Challenge-puzzle | Threat-puzzle | ||
|---|---|---|---|---|---|
| How often play games | 2.41 (1.21) | 2.27 (1.24) | 2.09 (1.09) | 2.25 (1.23) | 0.44 |
| Hours/week play games | 9.07 (9.42) | 7.62 (7.95) | 6.55 (7.71) | 7.74 (6.05) | 0.38 |
| Perceived game skill | 2.95 (1.13) | 3.08 (1.04) | 2.86 (0.67) | 2.89 (0.99) | 0.37 |
| BMI | 25.30 (4.82) | 26.39 (9.08) | 24.43 (5.14) | 25.82 (5.23) | 0.64 |
| Threat emotions | 1.55 (1.38) | 2.03 (1.55) | 2.13 (1.88) | 1.94 (1.56) | 0.93 |
| Challenge emotions | 4.66 (1.72) | 4.77 (1.61) | 4.65 (1.45) | 3.89 (1.63) | 2.36 |
| Harm emotions | 0.73 (1.48) | 0.57 (1.10) | 0.99 (1.75) | 0.58 (0.82) | 0.81 |
| Benefit emotions | 4.78 (1.71) | 4.86 (1.57) | 4.40 (1.71) | 4.26 (1.29) | 1.27 |
| HRV | 31.89 (19.74) | 37.43 (22.77) | 41.02 (29.99) | 32.69 (19.09) | 1.25 |
| Systolic BP | 116.77 (11.18) | 118.26 (12.87) | 118.28 (13.18) | 115.14 (12.90) | 0.53 |
| Diastolic BP | 67.17 (8.15) | 66.39 (10.22) | 67.99 (7.37) | 65.48 (8.54) | 0.58 |
Frequencies and percentages for group comparisons across health indicators.
| Answered “Yes” | Challenge-fighting | Threat-fighting | Challenge-puzzle | Threat-puzzle | χ2 |
|---|---|---|---|---|---|
| Currently smoke | 3 (8%) | 3 (8%) | 6 (17%) | 6 (17%) | 2.47 |
| Drink alcohol | 16 (43%) | 18 (49%) | 20 (56%) | 20 (56%) | 3.77 |
| Ingested caffeine 4 h before study | 11 (30%) | 15 (41%) | 12 (33%) | 8 (22%) | 2.95 |
| Previous blood pressure related diagnosis | 0 | 2 (5%) | 1 (3%) | 0 | 3.69 |
Means (SD) of game characteristic ratings across study groups.
| Game characteristic | Challenge-fighting | Threat-fighting | Challenge-puzzle | Threat-puzzle | |
|---|---|---|---|---|---|
| Difficult | 3.95 (0.88) | 4.32 (0.78) | 3.73 (0.96) | 4.51 (0.51) | 7.27∗∗∗ |
| Violent | 4.19 (0.84) | 4.24 (1.06) | 1.03 (0.16) | 1.00 (0) | 270.09∗∗∗ |
| Boring | 1.35 (0.72) | 1.49 (0.69) | 2.05 (1.05) | 2.11 (1.24) | 6.08∗∗∗ |
| Enjoyable | 3.97 (0.93) | 3.43 (1.26) | 3.22 (1.11) | 2.89 (1.07) | 7.27∗∗∗ |
Changes in mean (SD) heart rate variability (RMSSD) before, during and after game play.
| Heart rate variability RMSSD | |
|---|---|
| Baseline | 35.76 (23.36) |
| Pre-gameplay | 38.36 (22.68) |
| 0–5 min during game | 35.03 (21.16) |
| 5–10 min during game | 33.62 (21.01) |
| 10–15 min during game | 33.34 (19.71) |
| Post-gameplay | 41.18 (22.96) |
| 19.10∗∗∗ |
FIGURE 1Significant interaction effect of stress appraisal instructions on heart rate variability over time. Error bars are 95% confidence intervals.
FIGURE 2Significant interaction effect of game content on heart rate variability over time. Error bars are 95% confidence intervals.
Mean (SD) changes in blood pressure measures and emotion ratings over time.
| Baseline | Pre-gameplay | Post-gameplay | ||
|---|---|---|---|---|
| Systolic BP | 117.11 (12.49) | 116.82 (12.85) | 118.77 (13.08) | 9.48∗∗∗ |
| Diastolic BP | 66.76 (8.54) | 66.22 (8.56) | 68.38 (9.12) | 21.55∗∗∗ |
| Threat emotions | 1.91 (1.60) | 2.25 (1.81) | 1.57 (1.69) | 14.05∗∗∗ |
| Challenge emotions | 4.49 (1.63) | 4.64 (1.67) | 4.09 (2.01) | 8.53∗∗∗ |
| Harm emotions | 0.72 (1.33) | 0.49 (0.94) | 2.74 (2.16) | 150.25∗∗∗ |
| Benefit emotions | 4.58 (1.58) | 3.95 (1.66) | 3.25 (1.74) | 62.48∗∗∗ |
FIGURE 3Significant interaction effect of game content on diastolic blood pressure over time. Error bars are 95% confidence intervals.