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Stressful life events are linked to major depressive disorder, increase risk of cardiovascular disease (Cohen, Janicki-Deverts, & Miller, 2007). Symptoms.

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Presentation on theme: "Stressful life events are linked to major depressive disorder, increase risk of cardiovascular disease (Cohen, Janicki-Deverts, & Miller, 2007). Symptoms."— Presentation transcript:

1 Stressful life events are linked to major depressive disorder, increase risk of cardiovascular disease (Cohen, Janicki-Deverts, & Miller, 2007). Symptoms of stress include higher workload, anxiety, heart rate variability, and decreased cognitive performance (Temple, Warm, Dember, Jones, LaGrange & Matthews, 2000). Guided relaxation exercises are successful at reducing both perceived stress and physiological indicators of stress (Souders, Yordon, Hamilton, & Charness, 2010). Casual video games are nonviolent, arcade-style games that can involve puzzles, words, board/card games, game show and trivia. They are designed to be fun and easy to learn and play. (Casual Games Association, 2013) Research has shown that CVGs, (e.g. Bejeweled, Candy Crush) can improve mood and reduce stress (Russoniello, O’Brien & Parks, 2009a; Russoniello, O’Brien & Parks, 2009b). In another study individuals report utilizing CVGs to reduce stress and improve mood in the workplace (Reinecke, 2009). Previous studies utilizing CVGs have had some methodological issues such as not ensuring participants were stressed prior to administering a stress reduction intervention. The goal of the current study is to examine the effect of CVGs to reduce stress and improve mood after the administration of a stress inducing task. Hypotheses 1.H1: The gaming condition would be more effective at reducing distress, worry and negative affect while improving engagement and positive affect than the quiet break condition. 2.H2: The gaming condition would be as effective (if not more) at reducing distress, worry and negative affect while improving engagement and positive affect as the guided relaxation exercise condition. Introduction Casual Video Games as a Method to Reduce Stress and Improve Mood Richard Sweetman, Alejandra Sosa, Gabrielle Simon, Michael A. Rupp, & Daniel S. McConnell University of Central Florida Abstract Stress-related cognitive fatigue is an important issue for individuals with high stress jobs. Listening to a guided relaxation exercise is one method that has been used as a successful intervention for stress reduction. However, other methods such as playing casual video games have also been suggested. We had participants perform a stress-inducing task prior to either taking a quiet break, following a prerecorded guided relaxation exercise, or playing a casual video game. Participants’ level of self-reported stress and mood was assessed post intervention using the Dundee Stress State Questionnaire (DSSQ) and Positive and Negative Affect Schedule (PANAS). The results showed that participants in the relaxation group rated significantly less distressed than the quiet break group and the casual videogame was as effective as reducing distress as the relaxation tape. The game condition was more effective at improving task engagement then all other conditions. Specifically to those in the casual game group, a significant association was found between the participants’ average score in the game and task engagement. Discussion The results of this study provided convergent statistical evidence that supported the use of the casual video game as a method to reduce stress and improve mood following acute stress exposure. H1: Was supported. The casual video game (CVG) condition was as effective as the relaxation condition compared to break, while more effectively engaging and reducing worry. H2: Was supported. The CVG was more effective at engaging participants which reduced worry including both task relevant and irrelevant thoughts. The game may provide a better method then the relaxation exercise at engaging the recovery experience (Reinecke, 2009). The decreased worry in the casual game condition supports increased psychological detachment and the active nature may better engage mastery and control mechanisms. CVGs allow a quick, cost effective way of relieving stress that can be administered without any prior training; the effect of which can be seen after just five minutes of play. Individuals may also have easier access and willingness to engage in the CVG over a relaxation tape which is a practical advantage for CVG. We are still in the process of examining the effect of the relaxation exercise and the casual video game on objective cognitive performance using a backward digit span task. It is possible that although we attempted to induce stress using the vigilance task the stressful effect was not strong enough. However participants repeatedly showed physical effects of stress during and after the vigilance task was administered, leading us to believe it was significantly effective. These findings might not apply to all casual videogames as some may actively induce stress by negatively effecting control and mastery experience. So it is important that the casual video games selected for stress relief are engaging and not frustrating. Results References Assumptions To confirm randomization multiple ANOVAs were run and no significant differences were found between pretest (DSSQ, PANAS) or ITQ scores between groups (p>.05). The data were assessed for deviations from normality with no serious deviations noted. Since the DVs were moderately correlated with each other an all between groups MANOVA was used to analyze the data. Tables MANOVA Results Multivariate: Wilks’ Lambda Criteria (λ =.533) the combined DVs were significant across all conditions, F (10, 118) = 4.29, p <.001; partial η 2 =.27. DSSQ: Engagement: F (2,62) = 7.15, p =.002; partial η 2 =.18. Distress: F (2,62) = 13.83, p <.001; partial η 2 =.31. Worry: F (2,62) = 5.22, p =.008; partial η 2 =.14. PANAS: Positive Affect: F (2,62) = 3.70, p =.030; partial η 2 =.11. negative Affect: F (2,62) = 4.00, p =.023; partial η 2 =.11. Post Hoc (Tukey HSD): Game higher Engagement than both Break and Relax Game less Worry & Distress than Relax Game just as good as Relax for Positive and Negative Affect Casual Games Association. (2013). FAQ. Retrieved from http://www.casualgamesassociation.org/ news.php#casualgames Cohen, S., Janicki-Deverts, D. & Miller, G. E. (2007). Psychological stress and disease. The Journal of the American Medical Association, 298(14). doi:10.1001/jama.298.14.1685. Reinecke, L. (2009). Games and recovery: The use of video and computer games to recuperate from stress and strain. Journal of Media Psychology, 21(3), 126-142. doi 10.1027/1864-1105.21.3.126. Russoniello, C. V., O’Brien, K. & Parks, J. M. (2009a). EEG, HRV and psychological correlates while playing bejeweled II: A randomized controlled study. Annual Review of Cybertherapy and Telemedicine, 7, 189-192. Russoniello, C. V., O’Brien, K. & Parks, J. M. (2009b). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cybertherapy & Rehabilitation, 2(1), 53-66. Souders, D., Yordon, R., Hamilton, P., & Charness, N. (April 2010). Guided relaxation/meditation: A useful tool for combating lab-induced physiological stress in younger and older adults. Poster Presented at the Cognitive Aging Conference, Atlanta, Georgia. Figure 1. Average ratings of post intervention mood and stress ratings by condition across all dependent variables. Methods N = 65 (M = 29; F = 36) M Age = 20.25 (SD = 3.51) Design IV’s: Control (sitting quietly), Guided relaxation, Casual video game (Sushi Cat) DV’s: Stress - DSSQ (Worry, Distress & Engagement) & PANAS (Positive & Negative) CV: ITQ (Witmer & Singer, 1998) used to check for differences in Immersive tendencies Procedure Demographics, game experience Pretest measures (PANAS, DSSQ) Vigilance task administered in order to induce stress Experimental condition posttest measures (PANAS, DSSQ)


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